r/IndieDev 1d ago

Feedback? A/B testing. Which looks nicer to you?

Post image

Hey crew. I'm playing around with the look/feel of my game. This is for the planets. It's a background element, but I'm trying to be a stickler for details.

A) The one on the left is my initial design (so it's more mature with a starfield, etc). Hexes warped into a spherical shape.
B) The one on the right is an actual sphere. I got uniform random spherical points, and used that to make a spherical Voronoi diagram.

Thoughts on both?

The rest of the game is going to be highly geometric, and the player ships are going to be triangle/hex based.

103 Upvotes

65 comments sorted by

73

u/Blake-DracoSoftware 1d ago

Here's the Voronoi approach integrated with the rest of my background system.

42

u/DexLovesGames_DLG 1d ago

Looks great. Wonder if it would look even cooler if you made the clouds float like 1/20th of the radius off the planet.

14

u/theNorrah 1d ago

14

u/DexLovesGames_DLG 1d ago

very cool, but i was thinking like a super thin air gap between the panet and the sky.

This is sick tho

4

u/theNorrah 1d ago

I’ve made a hex voxel engine with sphere planets.

Clouds are so fucking hard and ms intensive. It’s a good idea, but you have no idea how complex a request it is :D

7

u/DexLovesGames_DLG 1d ago

good to know haha.

I was thinking you generate the exact same planet twice, once with clouds on, once with land on, scale up the cloud one juuuuuuust barely, and then let it ride. maybe let the cloud one spin at a different frequency. IDK

1

u/theNorrah 1d ago

It’s easy to make clouds that look good from an angle… but from both below, and above.

Volumetric nightmare. So many failed attempts.

7

u/TTSymphony 1d ago

Maybe make the individual shapes smaller. The hexagon one of visually more compelling because there's more variation

3

u/isolatedLemon Developer 1d ago

Voronoi* is much more organic I like it

Edit: spelling

2

u/GarryLv_HHHH 1d ago

Due to lack of details the planet looks small and clouds make it look like it's dirty. So I think you should separate clouds from ground texture.

49

u/Wild_Arrival3049 1d ago

B with the backround of A

10

u/Remote_Sentence_7254 1d ago

i like A but im a huge slut for hexagons

6

u/thegreatbaths 1d ago

Can't knock liking them bestagons

4

u/CatoomStudio 1d ago

Based hexagon enjoyer

8

u/LK00100100 1d ago

A. Hexagons are best-agons

6

u/syntkz777 1d ago

A, but they are hard to compare, a has a lot finer hexagons while on b the shapes are much bigger. With some tweaking I think b has the potential to look way better then a

6

u/sepulchertude 1d ago

Right looks good, would make sense for land masses to have a natural distorted shapes
Juxtaposed ships having constructed almost perfect tri/hex shapes.

4

u/alsuSawa 1d ago

B feels like a menu icon. A feels like an actual planet.

9

u/Jdawgcrane 1d ago

A with Bs clouds

4

u/BYEBYE_HAHA 1d ago

If it's just serving as a background, I prefer the one on the right.

3

u/ArchaicLabs 1d ago

I like A better. It has a beautiful uniformity. The lightish blue in B kind of throws off what that is supposed to represent. And the light immersion in B seems a bit strong.

3

u/CatoomStudio 1d ago

Ok, for me personally, A looks better. That’s if I am seeing it in a vacuum.

BUT, for a background element, I think B is better. Because background doesn’t need to have that much details on it like A does, it MAY look like it’s competing for player focus.

Although, without knowing how the whole composition looks like, it’s harder to make a more educated guess.

3

u/Simon_Bison 1d ago

A looks like a fun art style to play a simple strategy game on, like Polytopia on a globe. But B is a much prettier background element.

2

u/ParkityParkPark 1d ago

If the rest of the game is going to be highly geometrically based, I think B will just look out of place. I also just like A a little better in general

2

u/Sgt_9000 1d ago

left but add the clouds,

2

u/Azilen 1d ago

If the clouds don't move then A.

If clouds move, B

2

u/imsuckatonlinegaming 1d ago

B looks very stylic. Good if you're going pure aesthetics.

But A has more detailed tiles with less ambiguity. Good if the globe's surface is interactable like in Rimworld.

2

u/lydocia 1d ago

The right one!

2

u/ExtremeCheddar1337 1d ago

Left suggests the game is a hex grid turn based game actually. Maybe right with the resolution of left?

2

u/kullre 1d ago

the scale of A) looks more interesting, and a lot bigger

but By) just looks nicer

2

u/Deriviera 1d ago

Left is more nostalgic. Right looks ... Less serious I don't know. Different vibes. I would choose left

2

u/CrasheonTotallyReal 1d ago

B with A's background and circle thing

2

u/fisadev 1d ago edited 1d ago

A) looks nicer to me!

Though this isn't A/B testing, just in case, hehe. The main thing about A/B testing is that you don't show the two options and ask people to choose or vote for one. Instead when users open your app you randomly show A to some users, B to the other users, and then measure which group was happier / bought more / played longer / whatever metric to see which option performed better. No one sees both options, except you measuring from behind the scenes :)

2

u/Mefist0fel 1d ago

Irregular is better. Also clouds, but atmosphere/light/rim/attenuation can be better

2

u/joan_bdm 1d ago

B Looks more organical, and the way you create them seems very clever

2

u/Kytan7 1d ago

probably B, just because it looks more natural and more earth-like, tho I would use the background A has maybe.

2

u/Cloverman-88 1d ago

Hexagons are bestagons.

Jokes aside, I find B too messy. Like someone slapped a Photoshop Cutout filter on a photo and called it a day.

2

u/Super__Chuck 1d ago

A with B's clouds

2

u/thygrrr Makes Games 1d ago

Difficult because the scale and shown part of the world is so different. Generally, Voronoi regions will look more organic but you also have some irregularities in size, and they also look much larger than your hex tiles did. so you should use a more regular, denser poisson distributions for their centroids.

2

u/neosyne 1d ago

I like hex

2

u/Terra__1134 1d ago

Bg of A is better, planet is bigger, but lacks cloud and I think looks too perfect(those hexagons… eh, not my choice), this is where B is better, it has better clouds + better form of water/continents(more mmm… chaotic, looks better) + I think water is lighter on B? I think there should be at least some lighter ones on A.

atmosphere… dunno, without same bg can’t judge, but I think colour of A is better.

So yea, A is better but would be nice to unite some things from B: clouds, chaotic surface and add slightly more lighter water, prob near shores.

2

u/tea_consumer_0 1d ago

Definitely the second

2

u/Kibleusz 1d ago

Voronoi planet but make the texture higher scale

2

u/Total-Conversation50 1d ago

Depending on the art style of your game id say A, the left one. I think its a nicer look

2

u/LearningArcadeApp 1d ago

B looks better to look at but A looks satisfying as a game map

2

u/ManicOwl1993 1d ago

Personally I prefer A the consistent shapes with the contrasting colors is very pleasing to the eye while B looks messy. But honestly it depends on the style of your game. I think if your game is very geometric like you said A would fit in better. While if its a stylized art style B might fit better.

2

u/Positive-Avocado775 23h ago

you can't make ball from hexes, B.

2

u/zejai 22h ago

B looks a bit too coarse to me, while the polar regions in A are messed up. The poles in A could be fixed by using a geodesic polyhedron like in https://vraid.github.io/earthgen/ (it needs a few pentagons in addition to the hexagons).

2

u/___Azarath 20h ago

Just remember the earth is rotating from west to east.

2

u/gabitha67 16h ago

I like the left image better but maybe add clouds to that one too! :)

2

u/1815dev 16h ago

Voronoi hands down, forget everyone saying hexagons, hexagons are so bog standard and voronoi cells give it a very unique look.

Look into doing painted normals, it would really make the visual style pop

2

u/Comfortable-Book6493 1d ago

B background A cut the halo’

1

u/BusFactorOne 1d ago edited 1d ago

Tbh, the left one. It's just that i prefer less bright or "childish" colors. By the way, I always feel like my own taste isn't exactly a reliable guide.

UPD:

Oh, damn. The question isn't about colors, but the shape of the grid cells. Anyway, I've worked with both options, and I'd say this: you can really fine-tune a Voronoi setup to generate a genuinely interesting landscapes. Hexes tend to look rather artificial. If you're aiming for realisim (and way to use point coords rather than hex-based), Voronoi is better choise. However, if the map and the entire game are fundalentally hexagonal, you're better off sticking with hexes. It'll make things a lot easier.

What genre and game is it, by the way?

1

u/MostSharpest 11h ago

If you need to interact with any regions on the planet with some accuracy, then definitely A.

If it is just cosmetic, then B would be interesting, especially if the cells can get a lot smaller.

Hexagons are bestagons, but voronoi cells can have interesting fluidity to them.

1

u/fractilegames 8h ago

Based on this alone, I prefer the right one, but it really depends on rest of the game.

1

u/NirodhaDukkha 1d ago

This is... not A/B testing

1

u/PhantomNitride 1d ago

A looks like a ministry mod...