MoonDragn Posted January 27, 2012 Share Posted January 27, 2012 I can't seem to find it anywhere, but is there a way to see through walls or rotate the scenery so you can see something behind a wall? Quote Link to comment Share on other sites More sharing options...
Jean-Luc Posted January 27, 2012 Share Posted January 27, 2012 This is s 2D game so no rotation. Not sure about see-through walls, is it really necessary? If you spot an alien you're always notified so you won't be surprised due to visual obstruction. Quote Link to comment Share on other sites More sharing options...
MoonDragn Posted January 27, 2012 Author Share Posted January 27, 2012 It is necessary because sometimes you forget that alien is there cause you didn't kill him. There are many reasons to get a different perspective on the terrain. Tactically I want to know where that door is and not stumble upon it with my cursor. Btw, along the same lines, how do I view an upper level floor and go up the stairs? Quote Link to comment Share on other sites More sharing options...
UncannyGarlic Posted January 27, 2012 Share Posted January 27, 2012 Not sure about see-through walls, is it really necessary? If you spot an alien you're always notified so you won't be surprised due to visual obstruction. Either see-through walls or an icon floating on top of the walls is a necessity in my mind. If enemies are visible to my units they need to be clearly visible to me, as the player. Enemies being hidden from the player behind terrain is a problem that a lot of 2D isometric tactics had back in their heyday but that's no excuse as it was annoying then too. Quote Link to comment Share on other sites More sharing options...
Jean-Luc Posted January 27, 2012 Share Posted January 27, 2012 I haven't yet played the alpha but from what I see in this screenshot there is wall transparency to reveal the obscured areas and red alien icons pointing to spotted aliens. I don't see what the problem is. Quote Link to comment Share on other sites More sharing options...
Lone Posted January 27, 2012 Share Posted January 27, 2012 I fully agree with Garlic. I think an outline of the enemy would be pretty simple to add, but a cut out of the walls would be nicest. Maybe even something like Fallout had for the PCs. Hmm, Fallout is also a great example of the outline technique. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted January 27, 2012 Share Posted January 27, 2012 There is something along those lines planned. Chris has mentioned the fact that he wanted a method to make them stand out more. It is not yet implemented, the final idea might not actually be decided yet. Quote Link to comment Share on other sites More sharing options...
MoonDragn Posted January 27, 2012 Author Share Posted January 27, 2012 Sounds like a great idea, sometimes I lose track of where the aliens are too because they blend into the dark background. So what about the upper level and the stairs? how do I climb up stairs and see the next level up? Or is that not implemented yet? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted January 27, 2012 Share Posted January 27, 2012 So what about the upper level and the stairs? how do I climb up stairs and see the next level up? Or is that not implemented yet? Have you tried the + and - near the little camera icon? Quote Link to comment Share on other sites More sharing options...
MoonDragn Posted January 27, 2012 Author Share Posted January 27, 2012 Have you tried the + and - near the little camera icon? Ahh thanks will try that. Quote Link to comment Share on other sites More sharing options...
Chris Posted January 28, 2012 Share Posted January 28, 2012 I might not be possible to add the outline around the units because of the way the sprites work. I'll need to double check that but it wasn't looking good last time. Quote Link to comment Share on other sites More sharing options...
anotherdevil Posted January 28, 2012 Share Posted January 28, 2012 did you see my post about how the guys at krater were thinking about doing it? Here is the image they used to show some ideas, perhaps some of these would be easier to implement? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted January 28, 2012 Share Posted January 28, 2012 1 and 2 look like the reasonable ones. Having the building fade to show an object behind would be nice if it works. Quote Link to comment Share on other sites More sharing options...
century_rain Posted January 29, 2012 Share Posted January 29, 2012 I haven't yet played the alpha but from what I see in this screenshot there is wall transparency to reveal the obscured areas and red alien icons pointing to spotted aliens. I don't see what the problem is. True, but it is unclear at certain angles. The shotgun trooper in the top room would be far harder to see if he were directly adjacent to the wall below him. It's also partially a clicking issue: the transparency makes it difficult to see which square you're highlighting when mouse-selecting a trooper close to a wall that obscures view. The same selection-flicker sometimes occurs during targeting too, in my (fairly limited) experience. Can't say I have any suggestions beyond highlighting the selected square better, or maybe more fade on the obscuring wall but even that's not terribly helpful and I don't know if it would do any good. But that one bit of the controls is still fuzzy at the moment, in a way the rest of the combat controls aren't. Quote Link to comment Share on other sites More sharing options...
anotherdevil Posted January 29, 2012 Share Posted January 29, 2012 maybe have a 3d square select like in the original? Quote Link to comment Share on other sites More sharing options...
Gorlom Posted January 29, 2012 Share Posted January 29, 2012 I'm beeing silly because i can and im sleepdepraved but I think we should remove the visual cue! since we can't send out sent information through computers yet we will have to forgoe that part of the suggestion and instead make due with 1 of the 2 (3?) remaining senses. Herring! no wait that's a fish. I meant hearing. What about a audiable que when mousing over (or selecting) a soldier (and another one for enemies). make the theme music change a bit or a great big PLOING! that can be heard by your neighbours even at the lowest sound volume. I'm not even sure myself if there is any serious suggestion in there PS. The only problem would be for the deaf guy that joined this forum recently. Can't recall who it was though DS. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted January 29, 2012 Share Posted January 29, 2012 I normally play with my sounds off or very low as my gf is hard of hearing and loud game sounds mean she would need to have whatever she is doing tuned up to 11 so she could focus on it. An audio cue as the only way would not work for me. It wouldn't be a bad idea though. I altered the existing cursor to have a circle below AND above the tile when selected on a previous build. This worked really well to let you see when you were in the right place. The only down side was that I had not worked out if it was possible to have a cursor made up of two separate images. That meant both the top and bottom images had to be in front OR behind the unit you were selecting. When I finish reinstalling on my new hard drive I will be trying again. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted January 29, 2012 Share Posted January 29, 2012 (edited) Gauddlike: get some headphones! PS. on the crusor issue: I vote for behind so that you can see alien silluettes against it when the aliens are in total darkness but still visible by the soldiers (I know its not implimented like that yet but im crossing my fingers) DS. Edited January 29, 2012 by Gorlom Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted January 29, 2012 Share Posted January 29, 2012 Headphones give me earache. That mainly happens when my gf realises I'm not listening to her. Quote Link to comment Share on other sites More sharing options...
plucx Posted January 29, 2012 Share Posted January 29, 2012 I also find that there is several visibility issues with the game. Getting behind doors without opening it need some help. Overall there seems to be a problem with having your characters behind walls or object. Is there a way to implement transparency for object in front of you soldiers. Outlining Aliens is a great idea. X-Com had flashy aliens colors on a sand/grey environment. I see you went that way too but it's not enough. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted January 30, 2012 Share Posted January 30, 2012 Yeah the visuals still need a bit of work. Make yourselves a 3D cursor though and try it out, it works surprisingly well. I will upload mine when I remake it if anyone wants to have a look but is not interested in playing with photoshop. Probably be a couple of days though. Quote Link to comment Share on other sites More sharing options...
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