Open GoogleCodeExporter opened 8 years ago
same for volatile objects like monsters: even if a map is explored, see only
monsters in the view range.
Original comment by surrano
on 8 Dec 2010 at 10:54
there are a lot of areas that cannot be explored, though, like groups of trees,
etc. That would make many of the maps lose aesthetic appeal... however it would
be a great idea to have some caves be dark and you can only see a certain view
range unless a torch in the room is lit up or something.
Original comment by joeybea...@gmail.com
on 11 Jan 2011 at 6:05
I agree to joeybear.
Perhaps add a fog overlay that only hides the monsters. (and not the map
graphics itself)
Original comment by SamuelPl...@gmail.com
on 13 Jan 2011 at 11:26
absolutely correct and actually, implemented in other rogue-like games, e.g.
ADOM
Original comment by surrano
on 17 Jan 2011 at 8:34
I like it how it is, with no fog of war, the screen size is small enough, you
copuld see everything on a screen or room.
I do like the torch idea to only light say a 4 tile radius circle in caves and
such.
Dark caves is cool, but fog of war is no so great, I dont think it would make a
better gameplay experience, I like it that its more similar to zelda.
Original comment by rqpa...@gmail.com
on 3 Feb 2011 at 5:13
Original comment by oskar.wi...@gmail.com
on 10 Feb 2011 at 6:43
I believe the way the current maps are setup, a Fog-of-War feature would be
able to work with something similar to a weather layer added to the maps.
An Overlay layer would be edited and saved for each map depending on the
players visibility range (10 tile radius for instance).
Once an image is taken to store in the directory, it would have the overlay
added on top of it. This would require the engine to save each map's overlay
each time it is departed by the player.
Original comment by Tale...@gmail.com
on 17 Sep 2012 at 4:31
Chrono Trigger got along fine without a fog of war.
Light and fall off would be a great addition though.
Would make for even better looking maps.
Original comment by tantoedge
on 12 Nov 2012 at 5:22
Original issue reported on code.google.com by
oskar.wi...@gmail.com
on 20 Nov 2010 at 10:02