Frontrider / thaumic_arcana

A thaumcraft addon
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No visual way of knowing if the creature enchantment worked #12

Closed enderger closed 6 years ago

enderger commented 6 years ago

Just what it says on the tin. It seems fairly hard to tell if your creature enchantment worked in creative mode.

Frontrider commented 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.

Frontrider commented 6 years ago

(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.

Frontrider commented 6 years ago

Although, I'm not putting it to a priority, since mechanically it works.

enderger commented 6 years ago

Particle effect when applied would work

Frontrider commented 6 years ago

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.

enderger commented 6 years ago

I may make a few conceptual images for particles

Frontrider commented 6 years ago

Feel free to.

enderger commented 6 years ago

https://drive.google.com/open?id=1QQUcQNPt5-_vXGFk3dHnBo0EHQ1o9WTf

Frontrider commented 6 years ago

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.

Frontrider commented 6 years ago

That is literally all the information you need.

enderger commented 6 years ago

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.

Frontrider commented 6 years ago

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.

enderger commented 6 years ago

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.

enderger commented 6 years ago

I'll make individual textures for each

enderger commented 6 years ago

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

enderger commented 6 years ago

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.

enderger commented 6 years ago

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.

Frontrider commented 6 years ago

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.

enderger commented 6 years ago

I have uploaded a set of particles that represent the effects of the enchantments, ready for color

Frontrider commented 6 years ago

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.

Frontrider commented 6 years ago

particles

Frontrider commented 6 years ago

Although, on a second look adding a new particle isn't that easy.

enderger commented 6 years ago

A vanilla particle that displays when the book is used may give some visual feedback.

Frontrider commented 6 years ago

Particles are harder (at least work differently from the rest). But I think that now I have a lead.

Frontrider commented 6 years ago

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.

Frontrider commented 6 years ago

May also add an enchantment that hides this display. (Should be removeable, or maybe temporary.)

Frontrider commented 6 years ago

iteration 1: now it's possible to tell. 2018-08-08_21 40 13

enderger commented 6 years ago

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.

Frontrider commented 6 years ago

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).

Frontrider commented 6 years ago

I might also render it in first person, so it can serve as the indicator for what's on you.

enderger commented 6 years ago

I find that hiding it could be mainly used for unobtrusiveness and lag, as rendering particles sometimes is laggy.

Frontrider commented 6 years ago

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.

Frontrider commented 6 years ago

The rendering is closer to grass, than a portal.

Frontrider commented 6 years ago

Altough, it might be cool to do the thing that thaumcraft did with the nodes: make it faint.

Frontrider commented 6 years ago

The prototype implementation, that shows the enchant as well. (intended to be a hearth, but looks like a chest-plate)

enchant

Frontrider commented 6 years ago

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)

Frontrider commented 6 years ago

enchant_v2

Frontrider commented 6 years ago

The indicator is functionally ready.

Frontrider commented 6 years ago

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)