AlexSpl

   
    
Responsible
Supreme Hero
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posted February 03, 2026 06:22 PM |
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Edited by AlexSpl at 19:48, 03 Feb 2026.
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My humble advices.
Don't use colors brighter than those of creatures on the battlefield for the battlefield itself. The battlefield must be x% dimmer than creatures.
Scale up creatures a bit, they must take as much horizontal hex cell space as possible.
Make that blinking yellow contour as in Heroes 3 (optional).
The upper picture (representing the landscape the battle is fought on) should make an illusion of perspective.
Probably it's worth trying to implement second light on the battlefield, so that units could have two shadows from different sources (one clearly visible and one soft; at least in caverns with artificial lighting).
[?] Probably blur the battlefield with radius 1. Units should be sharper than all other things.
Remember that yellow and black used together are your best friends when you need attention of a player.
Let heroes play Doh and Yeah 
Provide all necessary statistics after a battle under a spoiler. Which unit was more effective, how many units were killed by magic/might, etc.
Make Morale and Luck at least predictable. Let a player know that his unit's strike will be lucky or that it gets Morale to save players from reloading a save. Probably as an optional mode, as there are always players with still steel nerves 
And - this is the most important part - make Heroes great again
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