Originally Posted by Gethe
This is great feedback, thank you. I can agree with some of your points, but there are a few hard lines in going to draw.
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You're welcome, and thank you for taking the feedback. Sorry to have taken this long to respond, life got a bit crazy.
Originally Posted by Gethe
I can see your point about the font being too thick, but it won't go back to the pixel font. Along the lines of the post you quoted, pixel fonts will be phased out because they simply don't scale at all, at least not with how WoW renders its fonts. When building this initially I was going to use the thinner chat font instead, but that is also a narrow font and I felt it might look too cramped. I may just include another font.
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I understand. Pixel font look awesome when you can rely on a fixed display size. And they fall apart as soon as the user changes UI scaling, too. If you'd like to, I could work with you on those UX things. It's just an offer from a fan of the UI package (and a long-time UX designer), take it or leave it.
Either way, picking a font that supports thin/light/regular/semibold/bold weights would be a good start. I would recommend OpenSans or Roboto - both meet those criteria, and both also have narrow/condensed versions, and both are free. I personally use narrow/condensed font almost everywhere in my RealUI. It doesn't hurt the legibility and feels more tight and orderly.
Originally Posted by Gethe
I can adjust the font height, for both the blocks as well as the tooltips. The block width is already adjustable, but I can increase the default.
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Yes, I've noticed about a week after I posted the original feedback. The spacing between blocks in the toolbar can be adjusted with /realadv, section Infobar, property Block Gap. That's good. As for the text in the infobar, I still think decreasing size of the bar text by ~20%, increasing block text in the popups by ~20% and either decreasing size (or opacity) of the popup title, would be a good step forward. My thinking is, the title is something that people will read once, maybe twice.. it's the data below that is the focus.
Originally Posted by Gethe
So first off, icons are part of the LDB spec and I can't not support them. The only icon that I expicitly color is for Durability, which is graded from green at 100% to red at 0%. Other colored icons are actual icons from the game. With all that said I'm not really sure what you're suggesting.
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I see. Is there a hard requirement that the icons look exactly the way they're provided by a 3rd party? If not, then I'd suggest changing them to monochrome flat look. The Guild, Friends, and Bags icons look good, and they're exactly what I'm thinking of. That's the look that goes best with RealUI. Again, I can offer my assistance in providing those.