HamaIndustries / FEMultiPlayer-V2

Reupload & revamp of FEMP with fresh bugfixes... usually. Check "releases" for download.
http://eliatlarge.github.io/FEMultiPlayer-V2/
GNU General Public License v3.0
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Add Fog of War and (FE5) Thracia 776 Fog of War modifiers to FEServer #54

Closed ghost closed 6 years ago

ghost commented 8 years ago

Issue type: feature request

Description:

For the uninitiated, (and for the sake of thorough documentation) the Fog of War mechanic in Fire Emblem causes a fog to obscure the map from the player's vision. All units have a set field of vision (this is often anywhere between 6 to 8 spaces for thief unit tiers such as Assassins who serve as the party's scout, and 3 spaces for everyone else). These modifiers, needless to say, will lend a lot to tournaments as it prevents you from seeing what units and weapons your opponent has chosen (Draft Mode would need to somehow implement double blind picks when Fog of War is active)

In traditional Fog of War, the map is still visible (although dimmer or hazy for tiles outside each unit's vision), but enemy units are obscured if they're outside the player units' visual range. Ranged weapons also cannot target an enemy unit outside the player's collective field of vision (i.e. the enemy unit must be visible in order to attack it). If you bump into an enemy unit while moving through the fog, that unit who bumped into the enemy is immediately forced to Wait. As such, when selecting where to move, the movement path will allow spaces occupied by enemies to be considered as free / valid in order to not reveal their positions.

See also traditional Fog of War, EXCEPT that spaces outside each unit's visual range are completely blacked out. This adds a trial-and-error aspect to the battle. In addition to a unit being automatically forced to wait if they bump into an enemy unit while moving through the fog, I'd also suggest adding that If you bump into an obstacle (such as a wall) that the unit is forced to wait as well. As such, when selecting where to move, the movement path will allow spaces blacked out by the fog to be treated as free / valid for the purpose of not revealing their locations. In theory, this should be the easier of the two modifiers to add since we don't need any additional tilesets due to the tiles outside of visual range being blacked out.

In addition, FoW would greatly benefit from the following features:


References:


Examples:

Traditional:

16-h13p10

Thracia 776 (FE5):

2-fe5_ 2 001

ghost commented 6 years ago

@wellme Great work on this so far with #148 . I found a bug which I'm going to open as a separate issue since it was merged. As for related requests / concerns, I'll just continue the conversation here.

Edit: @rayrobdod tagging you in case you want to assist with any of these.

rayrobdod commented 6 years ago

Changing the fog from transparent white to transparent black results in the following; is this fog visible enough?

fog-of-war but black instead of white

ghost commented 6 years ago

Yes, that's perfect. Idk if people care about how their fog looks but I'd like to see a client setting where they can choose between transparent white and transparent black if that's not too much of a hassle.