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Author Topic: Display of Fog, and night  (Read 1558 times)

flap

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Display of Fog, and night
« on: August 25, 2007, 07:50:00 pm »

A few month ago, I have been playing a bit with adventure mode, and had Two thoughts (and by the way I have posted 2 weather effect movies in this thread http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=12&t=000196  ) :

- When on the map (wilderness), we don't get much feeling of night/day cycle. It is true that the range of sight decreases a lot. But for inexperienced player, it is definitely not clear why it decreases.
I thought at first that it was because I had entered a forest.

       
Day in Wilderness

       
Night in Wilderness (the player can't be seen because it is flashing. It had simply disappeared at the moment I took the picture.

So, I would simply suggest to shift the colour the same way it is done in local maps.
       

- When in local maps, the fog decreases the sight range. But same, it is not perfectly clear whether it is because it is becoming dark, or because there is fog.

       
Original display

       
Blinking fog could be added around the player

       
Original display

       
Idem : blinking fog.

[ August 25, 2007: Message edited by: flap ]

[ August 28, 2007: Message edited by: flap ]

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ctrlfrk

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Re: Display of Fog, and night
« Reply #1 on: August 25, 2007, 08:09:00 pm »

A good idea, although i think the fog wall effect should be outside your normal sight range. This way it wouldn't need to blink, and you can always see the things you can see normally
code:

            ###
  ,,`      #,,`#               ###
  `@,  ->  #`@,#  rather than  #@#
  ',`      #',`#               ###
            ###

And where were those movies? i was kinda looking forward to that :S

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ravensword227

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Re: Display of Fog, and night
« Reply #2 on: August 25, 2007, 08:31:00 pm »

quote:
Originally posted by flap:
<STRONG>shift the colour the same way it is done in local maps.</STRONG>

Its a fine idea, at first, but how will we be able tell of an area is evil (purple) or good (blue)?
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Savok

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Re: Display of Fog, and night
« Reply #3 on: August 25, 2007, 08:56:00 pm »

Wait till the night passes.
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Mechanoid

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Re: Display of Fog, and night
« Reply #4 on: August 25, 2007, 08:56:00 pm »

Alternately, the backgrounds could change. That way it would also seem more intimidating... In daylight the evil is contained to the text character, but at night it floods onto the background.

[ August 25, 2007: Message edited by: Mechanoid ]

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PTTG

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Re: Display of Fog, and night
« Reply #5 on: August 26, 2007, 12:18:00 am »

This sounds like a job for LIGHTING. What I mean is, this seems like it works well with the lighting arc. The future lighting plan is some kind of line drawing system, drawing from sources to tiles, so light knows if it passed through a window or shrubbery to reach a tile. there's more info on this thread. What I'm suggesting is that these obscuring things can include foggy squares, and that instead of being a "thing" like miasma or a tree, it is a property of that square.

P.S. the alignment in background Idea rocks. It took me weeks to figure out that good deserts weren't weird oceans. Also like the fog wall thing- I still think that could work with weather-lighting thingy.

[ August 26, 2007: Message edited by: PTTG ]

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flap

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Re: Display of Fog, and night
« Reply #6 on: August 28, 2007, 08:28:00 pm »

edited link to weather movies thread
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