When playing LR: The Book of Stars in graphical mode, something about the Field of View (FOV) always disturbed me. Not the algorithm, I am content with that. I speak of the visual representation itself, and now I found the reasons for my irritation:
Now I added a quick hack to my current 1.5.3 development version to add the fade mentioned in 2. I also adjusted the brightness of the tiles used for darkening out something.
So please compare a screenshot of the current release 1.5.2 with a screenshot of the dev version 1.5.3 and tell me which one do you prefer? Should I stick with the current approach, or do you like the changes?
FOV in 1.5.2
FOV in 1.5.3
What do you think?
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mingos schrieb am 04.04.2010, 01:13
meaningful fade
I'm a fan of eye candy, so I vote for the new look. But I need to ask this: how meaningful is the fading? Are you less likely to identify monsters? Or maybe you only see monsters, but no items on the ground? Or is it a just-for-fun piece of eye candy?
(No, I'm not against the latter. Just asking.)
Mario Donick schrieb am 04.04.2010, 01:28
not meaningful, just eye candy
The latter -- it is only meant to be a visual improvement, and as this I could achieve it by only 6 new lines of code in about 2 hours of hacking, testing, picture editing.
The relevant code is inside the function that draws one single SDL tile at a given position. Now it simply draws a semitransparent darkening tile (1 resp. 2 times) at the same position, after the actual tile has been drawn.
To give it meaning, I had to extend and probably partly rewrite the entire dungeon display function, which is already complicated enough. This then would also affect the console display mode.
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