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Dungeon Mini-Map QoL Option, Question/Suggestion

Posted: Mon Nov 29, 2021 4:45 am
by Magicono43
So I was actually playing the game for once and realized something that I had not before while dungeon crawling. That being I found it really confusing for some reason to visually read/interpret the dungeon mini-map. After realizing that each module "pixel" is made of 4 other sub-pixels, I thought of something that would at least for me really help with readability, and reduce the confusion/intimidation of planning out how you will find a quest objective in a random dungeon.

Here is the original screenshot:
Dungeon_Mini-map_Example.png
Dungeon_Mini-map_Example.png (496.2 KiB) Viewed 3381 times
And here is my edited image to show what I'm considering:
Dungeon_Mini-map_Rework_Concept.png
Dungeon_Mini-map_Rework_Concept.png (4.26 KiB) Viewed 3381 times
Hopefully it's clear what I'm getting at, basically color the inner and border blocks/modules on the dungeon mini-map differently so you can more clearly see which parts of the mini-map are actually useful to your progression through exploring a dungeon.

Now the question part is, I don't know how difficult this would be to implement because I don't know if the code that creates the little mini-map has any information on how to differentiate what is and is not a border block and such and how it might color them differently and such in practice.

Seems probably silly, but I think this would make for a good optional setting, it also just looks nicer in general than the yellow blob of a mini-map that is currently in the vanilla game.

Re: Dungeon Mini-Map QoL Option, Question/Suggestion

Posted: Mon Nov 29, 2021 10:00 am
by Shapur
Sounds like a good idea to me ;)

Re: Dungeon Mini-Map QoL Option, Question/Suggestion

Posted: Wed Dec 01, 2021 2:02 pm
by King of Worms
Absolutely never even came close to understanding what that yellow blob means in over 25 years of gaming, so anything which makes it just a bit more user friendly is a good step forward. :lol:

Re: Dungeon Mini-Map QoL Option, Question/Suggestion

Posted: Wed Dec 01, 2021 5:38 pm
by Ninelan
This seems like a good thing that could belong to the accessibility tab.

Re: Dungeon Mini-Map QoL Option, Question/Suggestion

Posted: Wed Dec 01, 2021 8:54 pm
by BadLuckBurt
Code-wise it shouldn't be too hard. Border block names always start with B0000x so you just ignore those and change the color being drawn for the other ones, there might be a few exceptions in the special dungeons but that's manageable I think.

It's up to Interkarma wether he wants to add something like this, I do agree with Ninelan, it would be a nice setting to add to the options. It might even make people more willing to go for the vanilla dungeons instead of the small ones.

Re: Dungeon Mini-Map QoL Option, Question/Suggestion

Posted: Wed Dec 01, 2021 9:05 pm
by Magicono43
After I started to better realize how dungeons are constructed and where the quest markers are only able to generate, has made the "need" to use "tele2qmarker" alot less frequent than it used to for me.

Just something I realized was trying to determine the "shape" of the dungeon and when they get larger it's really hard to read just how many "non-border" blocks make up the dungeon in question, making reading where you are in terms of progress harder than it needs to be, imo.

So yeah, making it clear which blocks in the mini-map are border and non-border would be pretty helpful, at least for somebody who now currently understands mostly how the dungeons and the quest markers work. For those who are still blind to how that part works, may not be as helpful though, lol.

Re: Dungeon Mini-Map QoL Option, Question/Suggestion

Posted: Wed Dec 01, 2021 9:10 pm
by BadLuckBurt
It definitely helps with the readability. I know too much about how they're built so I don't really need it but it would help (new) players with quests as those items and NPCs only spawn in the non-border blocks which are easy to identify with this change.

Re: Dungeon Mini-Map QoL Option, Question/Suggestion

Posted: Fri Jan 21, 2022 1:36 am
by Magicono43
2022_01_20_20_31_28.jpg
2022_01_20_20_31_28.jpg (62 KiB) Viewed 2811 times
2022_01_20_20_30_20.jpg
2022_01_20_20_30_20.jpg (79.74 KiB) Viewed 2811 times
CodeSnapshot1.PNG
CodeSnapshot1.PNG (62.73 KiB) Viewed 2811 times
Alright so I changed the "Automap" script very slightly to do a basic implementation of this. I'm not sure if I should put a PR out or anything, but it's at least pretty simple to do (more simple than I expected originally.) But not sure if this should be a setting or something if it was to be implemented, I do think it is objectively more readable than the vanilla only yellow color.

Re: Dungeon Mini-Map QoL Option, Question/Suggestion

Posted: Fri Jul 01, 2022 6:17 pm
by Magicono43
Alright, finally made a PR about this topic: https://github.com/Interkarma/daggerfal ... /pull/2374

Hope it gets any potential inefficiencies worked out and merged in the next version, I do quite like the multi-colored micro-map compared to the just plain yellow one, lol.

Re: Dungeon Mini-Map QoL Option, Question/Suggestion

Posted: Sat Jul 02, 2022 12:09 am
by Interkarma
That's pretty cool! I like seeing border and interior blocks colour separated like that.