@theastralj Haha yep, and then it'd have to be per-widget and not global, so you don't wind up with an overwhelming amount of text labels on screen at once (for really complex, fiddly interfaces).
I can't say it's not a tempting thought though, haha.
@theastralj Yeah, I've only ever seen the opposite: UI being added over time so the player isn't initially overwhelmed, like a tooltip that adds more info after a delay, or subsystem buttons being added as their menu is introduced.
@theastralj I could see there being a time or usage component, but it'd be really hard to get right. You'd spend a lot of time tuning something that's already being far pickier than the user expects.
@theastralj I had something vaguely similar to this working as a prototype a while back for a game, with the user setting the amount of surface-level info shown (w/ a button shortcut to temporarily display max info) and there just wasn’t enough time or interest to really explore it.
@OOCCouchGags Why is there a seat next to Homer in the first half of this clip, and no seat in the second half? Boy, I really hope somebody got fired for that blunder.
@theastralj I will say, with the info-dense screens I've encountered, a grid has really helped with scaling; if a screen is mostly grid-aligned I can scale the base grid size and the text/layout/spacing still look intentional. Add in scale clamping for margins, and I'm 99% of the way there.
@theastralj As someone who loves grids and the advantages they've provided me, I have to agree. It comes down to visual rhythm at the end of the day, which often requires subtly breaking the grid anyway.
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