|
Post by anvil on Mar 31, 2015 17:26:33 GMT -5
well, one thing for sure is happening. the maps are getting way complex!! It takes a um, er strange mind to get so convoluted! this is a two part request,or one with two solutions. your fog of war shading is really tough to deal with, especially if playing in daylight because of glare. I don't mind stumbling around when exploring, but I would think by level 20 or so their woodcraft would be good enough that they would remember their back trail! also camping sites, entry and exit points. I think after exploring a level and needing to go back three maps or so, to resupply, their paths to those key places above would be easy to find. this happens to me especially when playing in the day time when the sun is out. I have a terrible glare problem. clean screen does not change this. it is often impossible to see campsites and entrances/ exits after discovering them especially when the brown campsite is on a near black section of terrain. at night with lightbulbs I do not have this problem as bad, although due to the complexity of the maps, its a " chore" sometimes, to find key places. so a few suggestions. 1- at least in finished maps remove the fog of war shading 2- show a highlighted back trail to key points 3- be able to buy and place torches as a part of the game play. or some variation to solve this and not remove the fog of war from the working map.
|
|
|
Post by fallen on Mar 31, 2015 17:41:17 GMT -5
anvil - thanks for the suggestions and we hope to keep improving our lighting system in future games. 1) it would be difficulty to tell when you've finished a map, so I don't think we can add this. 2) the back trail is under light fog and you may have come from many different places or taken a very long trail. Again, something we can't store. 3) great idea, and an improvement we've made to the engine for new games like TA2 and beyond!
|
|
|
Post by slayernz on Mar 31, 2015 21:28:39 GMT -5
Placed Torches illuminating parts of the map shouldn't have any real benefit with the fog of war. After all, it's like leaving the lights on in a different room in the house. There isn't any darkness there, but you still have no idea if a demon spawn is slowly making its way through the room towards you. Okay, you might hear the scrapes and the occasional moan, but that doesn't get affected by the light being on. In TA2, and other games, placing sensor kits around the map would provide feedback to your ops computer, so you would be able to see things within the sensor range. Torches are just not that smart
|
|
|
Post by hissrad on Mar 31, 2015 22:19:50 GMT -5
Maybe they're enchanted torches!? Blessed by the Ryethin to...watch...dead...stuff?
|
|
bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
|
Post by bobsoup on Apr 2, 2015 12:06:01 GMT -5
I find FOW shading to be tough at times depending on backlighting too.
It can (depending on ambient light) be very difficult to tell what is FOW and what is unexplored.
|
|