Closed enderger closed 6 years ago
I know about that, I'll figure something out. I don't really know how to work with entities directly (I currently only use capabilities to attach behaviour), so I don't know how to render on them, and I have no time to learn it now.
(accidentally hit enter)
That is one reason I decided to go this route, so I need not to create an entity yet. I might just add a prefix/postfix to the name of the creature.
Although, I'm not putting it to a priority, since mechanically it works.
Particle effect when applied would work
Currently thinking about showing some icons when you look at it wearing the goggles. (those can also be reused to display what you have on you)
But, particles are probably the better option.
I may make a few conceptual images for particles
Feel free to.
With particles, I'd think that it would be better, if the particle was representing the enchantment, and the color of it represented the level of it.
That is literally all the information you need.
I have made a particle texture, just needs to be coded into the game. From what I know of the grass texture, some colors can be programmed with it into the individual enchantments.
What I meant:
When we only work with colors, we would make it unreasonably hard to distinguish, and develop the enchants. I'll make some mock-ups when I get there. It would quickly reach the point (it might have already reached that) where there are no distinct colors left.
Ok, I'll make a collection of particles and color code them And don't think for a second that I don't use rgba for my colors, I can make loads. I'll use gradient for the levels and distinct colors for the particles. That will net us many more particles.
I'll make individual textures for each
First particle set has finished. The strength particles as well as all other textures that I make, will be available at http://bit.ly/TArcana
I have developed a system of texture colors that should last for a long time. Since I am texturing with RGB, I can use not-so-subtle gradients to create many shades of the same color without making it easy to confuse one for another. I can then move to a different color and use it to make another enchant's color gradient.
I'll just check from the testing jar to find the enchant names and use the texture. BTW, the infusion altar shows that with RGBA colors, a lot of individual colors can be made.
I'd like to color the texture myself, than I could scale it for whatever level I want to make by default. I have made 3 different "upgrade items" for each tier, and coloring the particle according to that is the way to go. I'll push them today when I get there.
I have uploaded a set of particles that represent the effects of the enchantments, ready for color
Ok, I'll look at them when I get home. I want to see if I can make it so that no particles show up on the enchanted player's side. It's not really bothersome for others, but can be bothersome for the player. If I can do that, than I think I'll display the particles as icons above the toolbar, bellow the enchantment bar.
Although, on a second look adding a new particle isn't that easy.
A vanilla particle that displays when the book is used may give some visual feedback.
Particles are harder (at least work differently from the rest). But I think that now I have a lead.
Got the concept. I will display a circle bellow the entity, that contains the following information:
This circle should also display for the player in first person, so he knows what's on him.
May also add an enchantment that hides this display. (Should be removeable, or maybe temporary.)
iteration 1: now it's possible to tell.
What about, rather than making it visible with an enchantment that hides it, adding a recipe to upgrade the goggles of revealing to allow you see the above particles.
If I do that, than I'd rather have the googles do that by default.
And the goal of hiding it would be to gain advantage in a pvp situation. And it's also just the base, there's a few other details I want to add to it. Although, I do have an idea to turn off the entire thing, which will make sense after your body will have to get used to it (or suffer the consequences).
I might also render it in first person, so it can serve as the indicator for what's on you.
I find that hiding it could be mainly used for unobtrusiveness and lag, as rendering particles sometimes is laggy.
Currently, I don't use particles, (it's a flat textured sheet I render bellow the player) and at least for the first release I won't use any particles. I have some plans, but than I'll put in a setting to turn it off.
The rendering is closer to grass, than a portal.
Altough, it might be cool to do the thing that thaumcraft did with the nodes: make it faint.
The prototype implementation, that shows the enchant as well. (intended to be a hearth, but looks like a chest-plate)
I'm finding that I still build some of the infrastructure around it. (proper storage, syncing, the implementation for the enchant itself, etc) so, for now the only thing I do on this one, is recolor the small icon to make it represent it's level.
I know what I'll do in terms of hiding tough. (will not be released for now)
The indicator is functionally ready.
And now we'll have the reason why I renamed it to 0.1.0: I'm going to close this, and call it "working". The rendering is buggy, but I'm not going to delay that feature anymore. It is a visual way of telling that it's working. I'll want experience and feedback on the actual obtrusiveness of it (screenshots, and detailed descriptions)
Just what it says on the tin. It seems fairly hard to tell if your creature enchantment worked in creative mode.