Author Topic: Some Battlescape things to be done  (Read 5827 times)

Volutar

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Some Battlescape things to be done
« on: January 28, 2011, 06:11:21 pm »
1. Make lighting a "hybrid", something between mask and evaluated from field of vision, so behind the wall/floor it will be about 1/2 (discussable) of darkness.
2. Add "Abort" action while unit is walking (esc/RMB), if you change your mind or just missclicked. It is annoying especially because current pathfinder may route to anywhere you point, unlike originals, which failed to walk somewhere with complex trajectory.
3. XCom unit should receive shadow while travelling. Now he/she/it doesn't, like he's been illuminated. In original UFO xcom units were shadowed while they travelling into darkness.
4. Walking units still look strange (possible because of hands) - it should be examined further.
5. Mouse cursor should stay on screen while unit is walking (as in original). But in original mouse move while walking didn't affect on scren scroll (view area changed instantly when unit went beyond screen border). So either replicate original or make battlefield scrollable while unit walks. If so, maybe implement "combined travelling" when you don't have to wait until unit finish his move, and just select another and go somewhere else.

Offline SupSuper

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Re: Some Battlescape things to be done
« Reply #1 on: January 28, 2011, 06:53:29 pm »
2. Add "Abort" action while unit is walking (esc/RMB), if you change your mind or just missclicked. It is annoying especially because current pathfinder may route to anywhere you point, unlike originals, which failed to walk somewhere with complex trajectory.
Well remember that in full game you'll be limited by TUs so paths will never take that long. :)
An alternative might be a "confirm movement" option (ala Jagged Alliance 2) that requires you to double-click to confirm a move.
5. Mouse cursor should stay on screen while unit is walking (as in original). But in original mouse move while walking didn't affect on scren scroll (view area changed instantly when unit went beyond screen border). So either replicate original or make battlefield scrollable while unit walks. If so, maybe implement "combined travelling" when you don't have to wait until unit finish his move, and just select another and go somewhere else.
Actually in the original the cursor was hidden/disabled too, probably to prevent misbehaviour. :P

Volutar

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Re: Some Battlescape things to be done
« Reply #2 on: January 29, 2011, 11:37:24 am »
2. Limitation by TU doesn't make life easier. Double click confirmation (like in UFO:TTS) - will alternate original gameplay and its feel.
Cancel of movement would be very helpful in this case, especially when you point unit far away and found something in-between and really need to stop him. That's the feature which original UFO extremely lack of. You can even make a poll.

5. Yeah, my bad. Cursor and scrolling were disabled. Scroll was replaced by "screen jump".

Offline lordfrikk

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Re: Some Battlescape things to be done
« Reply #3 on: January 30, 2011, 01:38:22 pm »
2. Limitation by TU doesn't make life easier. Double click confirmation (like in UFO:TTS) - will alternate original gameplay and its feel.
Cancel of movement would be very helpful in this case, especially when you point unit far away and found something in-between and really need to stop him. That's the feature which original UFO extremely lack of. You can even make a poll.

I agree, I often found myself mashing Escape, but to no avail, of course.

Offline Daiky

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Re: Some Battlescape things to be done
« Reply #4 on: February 02, 2011, 11:36:07 pm »
SVN r265:
- fixed walking animation.
- lighting and vision calculation reworked.
- right-click aborts walking.
- first unit is now selected at start instead of last one.
- units are properly shaded and properly chached.

So, I think that covers this todolist.