This is looking better all the time, but from straight up dungeon crawler this is looking more like a open world rogue like
Yeah, I mean it is pretty simple and make more sense than a lightbar, so it will probably be some kind of magical item that have to be equipped in the end.I was playing Deus Ex once when I thought to myself: "Why don't they use the lightness/darkness of the hand/weapon model to communicate information about how hidden in darkness a character is?"
Yeah, I mean it is pretty simple and make more sense than a lightbar, so it will probably be some kind of magical item that have to be equipped in the end.I was playing Deus Ex once when I thought to myself: "Why don't they use the lightness/darkness of the hand/weapon model to communicate information about how hidden in darkness a character is?"
Not anything new, but i realized that I did not show anything with occluding objects, so this video highlights that. Also, since users might not be able to use shadows (I was actually not planning on using them at all for performance reasons, but is is better to make it an option I think to satisfy all the graphic whores on the codex) I show the difference with or without shadows. Shadows give you more of a visual que, other than that they work exactly the same.
So do you guys think it looks to weird when shadows are not used? Or is it possible to expect that the player have some imagination and understand that you can occlude the light behind a pillar?
I like shadows being used, personally, but typically there's two things that are not utilized when shadows effect stealth: light sensitivity when transitioning from a lit area to a non-lit area (and vice-versa) and... shit, there's something else but it left me. That might needlessly complicate your stealth system (I don't know how difficult it would be to implement, as well as deciding whether enemies should have some AI limitation that takes it into account). Are you going to be taking sound into account, as well?
Imagine you're in a room at night during a full moon and you turn all the lights off. It will take a few moments for your eyes to adjust to the difference between the bulb-lit room and the moonlight.I like shadows being used, personally, but typically there's two things that are not utilized when shadows effect stealth: light sensitivity when transitioning from a lit area to a non-lit area (and vice-versa) and... shit, there's something else but it left me. That might needlessly complicate your stealth system (I don't know how difficult it would be to implement, as well as deciding whether enemies should have some AI limitation that takes it into account). Are you going to be taking sound into account, as well?
Not sure exactly what you mean, please feel free to elaborate as I am curious. My plan is to update the AI with a couple of options, one of them being ability to see in the dark and consequently the fear of light. Some creatures like the dark and will still be able to see you, some others wont. Regarding the sound part I have been thinking about it during the day, it would be nice to add to the AI system since you then can have creatures without eyes and such, but I think I have to read a bit more before I take that decision. It would be pretty easy to say that the sound you are making is depending on run/walk/sneak, but ideally you would want it the way it is in Thief (different materials also affects the sound) and that might be trickier. But perhaps just a raycast to the floor end check the tag is enough or maybe I will use physics materials, will give it a try tomorrow!
Will there be darkness-dwelling monsters who can't see in the light? That would be a cool twist.
Imagine you're in a room at night during a full moon and you turn all the lights off. It will take a few moments for your eyes to adjust to the difference between the bulb-lit room and the moonlight.
Re: sound: You can also think of using item throwing to make noise or let the player knock on walls like in Metal Gear Solid.
Now it does, does sound better so thanks for the tip!Does the pitch of the footsteps change as you gain speed?
Can the dungeons be generated so that the pathways on different z-level(is this how it's described?) link back to rooms that the player would come into contact with previously? Could "secret" doors or doors that require lever-pulling or some other mechanic be generated?
Going to bump the Tangut Prophecy thread next or something?
Going to bump the Tangut Prophecy thread next or something?
Aw man, I really hope this dude didn't die on me.Been away for a while due to sickness, but have been trying to make some progress with the game.
Aw man, I really hope this dude didn't die on me.Been away for a while due to sickness, but have been trying to make some progress with the game.