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31-03-2015, 11:53 AM
(This post was last modified: 31-03-2015, 06:50 PM by Sebt.)
To make the game a little bit more surprising I have been having some ideas about introducing another layer of fog of war that only disappears when there are player owned building or creatures nearby. This fog of war would hide enemy movements but still show the terrain as it was the last time a player owned creature took a look.
This would enhance the need for guard posts and patrolling. And also make strategies like sneaking up on enemies much more efficient. What do you think?
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I'm down. Many games are made this way, and I prefer the challenge. Gotta have those guard rooms first of course, but it think it should also should apply to any area of control so this would include your roads or at the very least we should have some kind of alarm we can post up so it's not a complete surprise. The Alarm Traps were pretty cool in DK were it would auto generate a Rally Flag, which might be a good idea here too.
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Can be fun. But remember to leave an option to turn it off when starting new game.
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I think this would be a good feature.
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So one idea could be to make the part of the dungeon that aren't directly visible by any creature a grayscale look?
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That is how I would have thought it would be done, while the blackness would be the undiscovered. Although units and things not in line of sight; in the greyscale area will not show up until LOS is met.
So yes, I think that might work.
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That would be interesting to see, I'm down for the greyscale.
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09-04-2015, 06:12 AM
(This post was last modified: 09-04-2015, 06:14 AM by Davgoblin.)
I actually thought of something similar to this before, for that 'treasure chests and influence' idea I pitched in one of these recent posts. In my head, I had always seen the 'out of influence' sections as blurry and non descript. If a monster under your control was commanded to move out into an area such as this, it would become visible, but only within a certain range of the monster, basically, as far they could see. Your monsters basically acting as your 'influence' in the area.
But a classic 'greyed over' look, like from warcraft could work for this, and would likely be far less work than getting the blur effects to look right.
In short, I think this 'partly fog' thing should be intertwined with the idea of influence. Whatever form Influence happens to shape into in the future.
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Nice, too bad the greyscale didn't turn out.
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This is actually the look I assumed you meant. o3o A 'greyed over', or more 'darkened over' look, the same used in Warcraft and many other RTS games.
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I would have to say yes. And even take it a step further and say it's always bothered me on that the creatures get white boarders when you hover over them. But one thing at a time, I suppose.