I might have whine about this before, and this is admittedly a lower-priority quibble, but I'm recently reminded of this again:
Cuber is the only skill in the game where the graphics don't make it clear which terrain pixels get modified throughout the motions of the skill. Compare to other skills:
- Skills like builders, platformers and exploders add/subtract terrain pixels all at once, so the final result you see is exactly what you get.
- Skills like bashers, miners and diggers take multiple frames to remove terrain pixels. In theory (ie. ignoring the graphics of the Lix itself somewhat obscuring what you see), at all times during the motion, which pixels you see gone are exactly the ones that are removed during that frame. Moreover, because those skills are interruptible, you can alternatively do that to learn exactly which pixels get removed when, eliminating the issue with the Lix obscuring what you see.
In comparison, even watching in zzz motion, I'm not convinced at all that I can confidently discern which pixels are added when during the motions of a cuber. Perhaps you can say in that case, the animation graphics is too effectively obscuring the actual changes of the terrain, certainly more so than the case with bashers/miners/diggers. At least to my eyes, it feels like throughout the animation (except the final frame of course) there are more yellow pixels displayed than are actually terrain--it looks like that to me while watching in zzz mode another Lix ascending up an in-progress cube for example. Moreover the cuber is not interruptible, so you can't do that either to learn exactly how terrain pixels are added.
Is what I'm seeing correct, or is there some sort of optical illusion at play? If former, then seems like it should be possible to remedy by slightly highlighting the pixels (or equivalently, dimming the other pixels) within each animation frame of the cuber that corresponds to added terrain pixels during the frame. This should make it more possible to observe the exact terrain changes in zzz mode, hopefully without affecting the graphical quality of the animation by much. That also seems like a simpler change than redoing the graphics to actually make it more accurately reflect the terrain pixels being added in each frame.
I suppose failing all that, I can also settle with
guideline pieces depicting all the intermediate cubing stages. Of course I have no means of actually making such pieces right now other than reading the actual source code to find out which pixels they are.
