Graphical Changes That Would Make COC Look Nicer
Here is a list comprised of graphical enhancements that would make Clash more finalized and aesthetically appealing. It is intended to hold no functionality in-game other than to look nice ;)
1. Spell factory brewing - color coordinate the brewing animation to the spell that is actually being created
---Example: blue liquid is stirred when creating a lightning spell, yellow liquid when creating healing, etc.
---Currently, the animation is constant according to the spell factory level, such as at level 5 the spell factory always brews in a green color (the color of a jump spell)
2. Spell factory storage - spells that have completed brewing are visible in the bowl of the spell factory OR a wooden rack aside the factory that contains jars of the spells brewed
---Example 1: If a lightning spell was the last spell to be brewed, and all other spells have finished brewing, the contents of the spell factory would show stagnant blue liquid inside the vat
---Example 2: When a level 3 spell factory has finished brewing a line of spells comprised of 2 healings and 1 rage spell, a wooden rack would display 2 jars filled with yellow fluid and 1 jar with purple fluid sitting together on the shelf
---Currently, there are no graphics to show that the spells have completed and are sitting in the vat, other than the pop-up above the factory that says, "Full!"
3. Tesla attack on troops - when troops are struck with the Hidden Tesla's electrical bolts, they would flash as a black and white skeleton
---Example: a giant is attacking a Tesla; each time the giant is hit by the electricity, you are able to see his thick bones inside a black outline of his body
---Currently, the only effect the Hidden Tesla has is sparks that fly off when a troop is hit
---Possible issues: might be overly distracting during an attack, and could cause problems with epilepsy (?)
4. Wear on a structure - show the wear or damage done to a structure as it is attacked or loses HP
---Example 1: different for each troop: when an archer shoots an archer tower, the arrows puncture the tower and are shown protruding from the sides; when a barbarian slashes at an archer tower with his sword, cuts and scratches are shown on the side of the tower; when a wizard fires magic at an archer tower, scorch marks are visible on the sides, etc.
---Example 2: constant for amount of HP left: as an archer tower is brought down to lower and lower HP, pieces of the tower are shown crumbling and scratches are visible on the sides
---Currently, there are no signs of wear or damage to a building, other than when it is completely destroyed
---Possible issues: may cause lag with graphical updates in-game when multiple structures are attacked at once
5. Dragon's flames - change the color of the fire indicating the intensity of the heat for each dragon level
---Examples:
-----Level 1 dragon blows flames that are orange (the current color of the flames)
-----Level 2 dragon blows flames that are orange with small blue core
-----Level 3 flames that are orange with majority blue flame
-----Level 4 flames that are almost completely blue with small white core
-----Level 5 flames that are blue with large, hot white core
6. Profile Page - season stats text not close enough to indicated data
---Issue: on player profile page, text for troop donated/received and attacks/defenses won, are left justified, so that they are closer to separate season stats other than their own
---Solution 1: right justify text so that it is closest to the data that it indicates
---Solution 2: move season stats upwards to occupy the large empty space next to the player name and clan
7. DE storage - a minor graphical mistake of the grass around the Dark Elixir storage in a war base.
---Issue: the grass surrounding the storage is a bright green, while the rest of the structures display a "dirty" green shade of grass. Only occurs at level 1 storage.
---Solution: modify grass to be same shade as others
Please leave feedback as questions, suggestions, or opinions! Thank you!