This is a features request. Cubes sature based on their position. Saturation value could be 2 (vertex), 3 (edge) or 4 (face) cubes. The color RGB value should be weighted based on the ratio of present points within a cube and its saturation value. For example, a face cube with 2 points in it should share the same 0.5xRGB value with a vertex cube with 1 points in it, since they are both halfway to saturity. In contrast, face cubes with 4 points, edge cubes with 3 points and vertex cubes with 2 points should be at full saturity (1xRGB). This should be pretty easy and straightforward to implement, and help a lot. If it is regarded as a change to the game balance and strategy, we can leave this as an option flag so the players could choose before starting a game to whether have this feature on or off. Please let me know if you would not have time or not interested in implementing this feature yourself or anytime soon, in which case, I am willing to write up the patch. Reproducible: Always Steps to Reproduce: 1. just play the game 2. 3. Actual Results: No coloring based on saturity ratio. Expected Results: Coloring based on saturity ratio.
I had toyed with the idea of highlighting cubes as they become more saturated, but I was not sure if a color change would provide enough contrast. When you say "saturity ratio", do you mean color "value" (brightness), where all three RGB values change by the same ratio? Or do you mean "saturation", where the color contains more white or less as the saturation ratio changes? See the "Select Color" dialog in the Settings panel of KJumpingCube for examples of these two ratios. Anyway, I have no plans for this at the moment. So please go ahead with a patch. If color changes do not give the required visual cues distinctly enough, you could try semi-transparent masks (used now when a cube is blinking or darkened) --- or any other highlight/lowlight method. Please keep me posted and let me know how it works out.
By "saturity ratio", I simply meant "where all three RGB values change by the same ratio". I love this game so much, and invited a friend of mine to play together. Since I have been playing this game for quite a long time, it would not be difficult for me to spot where the chain of reactions goes at first sight, which is way more difficult and not so obvious for him. So he complained that a cue such as different coloring should also be implemented to aid this. Since you are open to accepting this feature, I will work on this when I have some free time, which should be by the end of April, I hope. I am going to try out some different cues for this, and add a button for game initiation so that users can select whether to have this cue throughout their game.
I am so pleased you like the game. I look forward to seeing your new feature.
Thank you for the bug report. As this report hasn't seen any changes in 5 years or more, we ask if you can please confirm that the issue still persists. If this bug is no longer persisting or relevant please change the status to resolved.
This was a wishlist request, but never implemented.
Thanks for the flag! I still have this on the back of my head, but never got around to it... I think we can keep it around in case someone is interested; it is probably an excellent candidate as a bite-sized small project to get familiar with KDE development.