Mr.Prayer Posted February 2, 2012 Share Posted February 2, 2012 This one happened to be civilian. But something tells me it would be the same with alien. Is it possible not to draw NPC's behind fog of war at all? Quote Link to comment Share on other sites More sharing options...
Gorlom Posted February 3, 2012 Share Posted February 3, 2012 I'm conflicted about that since i kind of want the effect of beeing able to spot a silluette of aliens without really seeing the colour of the alien in some specific circumstances. Quote Link to comment Share on other sites More sharing options...
Mr.Prayer Posted February 3, 2012 Author Share Posted February 3, 2012 NPC wouldn't be visible in FOW if approached from below. Thus it's not ok to show him in this situation. At least i can't rationalize why approach vector should matter. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted February 3, 2012 Share Posted February 3, 2012 Yeah, this isnt one of the "specific circumstances" so I agree It shouldnt be spotted here. but I still want it to be ingame to be able to spot aliens like this in night missions. (possibly on maxrange of visibility on day missions too.) That's why im conflicted =P Quote Link to comment Share on other sites More sharing options...
Matthew Posted February 3, 2012 Share Posted February 3, 2012 You can spot aliens too like this. Also this could happen in X-Com too. Quote Link to comment Share on other sites More sharing options...
Mr.Prayer Posted February 3, 2012 Author Share Posted February 3, 2012 Also this could happen in X-Com too. It's still a design flaw though... Quote Link to comment Share on other sites More sharing options...
plucx Posted February 3, 2012 Share Posted February 3, 2012 (edited) Theres might be a compromise in wich the silhouette for any unknown units is the same. Lets say a larger Civilian shadow. While you don't know what is on the other side you can still know something is there. Also seems to me that the wall should be black where it have not being seen. Maybe linking the wall texture to the tile in front of it in case it's face has not being seen. In fact, only the wall having an unexplored squares facing the player would need that. This should help, you would not need to redo all the black sprites for each units (lots of work there). Edited February 3, 2012 by plucx Quote Link to comment Share on other sites More sharing options...
Zinn Posted February 4, 2012 Share Posted February 4, 2012 It depends a bit on implementation in the final release but I figure it isn't too far from reality, it's just covered up in a FoW mechanic. It's not unlike seeing someone moving around in a building across the street: You can't see any details but you do know that someone is doing something in a certain place in a given room. I do believe they need a neutral element for NPCs you haven't spotted properly, so you can't immediately see if it's a human or alien from the shadow. I don't expect any such solution while it's in Alpha, though. Quote Link to comment Share on other sites More sharing options...
Mr.Prayer Posted February 4, 2012 Author Share Posted February 4, 2012 Theres might be a compromise in wich the silhouette for any unknown units is the same. It still doesn't address the problem i described: Due to the isometric nature of the game this silhouette is visible only when approached from the top. You clear the fog from tiles behind this silhouette and it becomes visible. When approaching from bottom part of the map you clear tiles that are lower than that figure. The tiles behind it stay black not revealing NPC. PS: I have nothing for or against implementing silhouettes for some kind of two-tier FOW. I just pointed out that it should not depend on approach vector. Quote Link to comment Share on other sites More sharing options...
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