Filter Styles and Dark Mode
Added 2025-01-04 00:30:17 +0000 UTCI want to tell you about:
how my filter styles function
some details about the basic style
a dark mode style 'discovery'
If you're looking for a general update on the current status, I got you covered as well here: https://www.patreon.com/posts/119252978/
With this out of the way, let's talk style:
How styles work and are written?
Styles are 'stylesheets' that can are applied on my filter during generation. They work in a similar manner to how a website has a HTML+CSS part, with HTML covering the body and CSS the style.
In fact my little domain language does more or less exactly that.
Once my C# tooling compiles all that, you get a styled filter:

Styles can also inherit from each other.
Challenges when creating styles
So I could replace some basic variables or functions (or even the way these are applied) and receive a different look very quickly!
Here I just messed around with some numbers randomly and received this neon-like structure.

I can already here you saying: "NeverSink you lazy bum, if making style is so easy, why not mass produce a whole bunch of different ones?!"
Well, The main issue is consistency. The secondary issue is updating. I put a lot of value into showing a clear structure.
Color groups matter. I want every color to indicate something.
Tierlists need to be colorized well
Despite having tierlists everything needs to be readable
Avoid problematic colors - dark blue hues, bright pink hues, some greens render very differently depending on screen
Try to group as much as possible, without overdoing that
Colors that are too similar are a turnoff
This means that practically alternative styles are best made when I'm having some sort of an inspiration.
Today was such a day.
Inverting the PoE2 style: Dark Mode.
The basic PoE2 style will be similar to the PoE1 style with some changes.
I initially wanted to try to do something with the new PoE2 'glossy borders', but unfortunately those are not controllable, only work with WASD/controllers and actually cause a LOT more trouble than benefit. I'll contact GGG and ask them to improve upon those.
So for now: PoE1 inspired style, but: reviewed, finetuned, adjusted.
I've built up a library of fontsizes, functions, icons, colors, beams, sounds and am slowly really enjoying the results!
I've never had THIS level of consistency in POE1 (because everything has been built on top of each other over 9 years). Consistency pays off. I discovered something amazing.
I can easily replace some tiering functions with a and end up with this...

I call it 'dark mode'. A much less background heavy approach to my usual tiering. I really like it and the feedback has been very good so far.
I can't promise it'll be ready in the next 1-2 weeks, but I definitely want this to be a thing!
The only tier that keep it's bright background and text is the Divine Orb. This Red/White appearance and the iconic sound will be consistent across all tier S drops in all styles. Call it a trademark if you will (but you can of course change it on FilterBlade).
Well. It's been a long day. More filter work (I'm doing most of it on my twitch if you're curious) tomorrow! I'll keep you guys updated
Thank you for your support and have some great days!
NeverSInk
Comments
The dark mode looks great! I want it to be a thing now...
CisWhiteman
2025-01-06 19:42:42 +0000 UTCThis type of info is so cool and fascinating. I’ve always been one to change my color scheme to a dark background and neon color text/border. This is great!
dtcpatron
2025-01-04 22:26:37 +0000 UTCDark mode is fantastic!
Schoenberg
2025-01-04 05:04:21 +0000 UTCMy body is ready to accept your code sink father
John Fitch
2025-01-04 04:41:25 +0000 UTCalready said on X that I love it, but I gladly repeat myself here =D
Lutz Schwemer Panchez
2025-01-04 00:52:32 +0000 UTCThis team is unstoppable
Alan
2025-01-04 00:44:35 +0000 UTCMy man!
Servo 1
2025-01-04 00:38:52 +0000 UTC