aliens

Author Topic: "grey" fog of war  (Read 30602 times)

Offline Daiky

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Re: "grey" fog of war
« Reply #30 on: September 14, 2011, 05:39:32 pm »
Proper implementation of unconscious units is planned for when the first stun items are implemented. But you normally should already get a the proper "corpse item" in the inventory screen of a dead unit.
(at least it works with xcom and sectoid corpses)

You need to make sure you've added the corpse to the bigobs.pck (and of course have created a RuleItem and used this to setCorpseItem when you defined the new RuleArmor )

Offline Yankes

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Re: "grey" fog of war
« Reply #31 on: September 14, 2011, 07:21:44 pm »
my point of creating this "corpseitem" is for storing information whose is this body. adding this to normal items will only increasing complexity of this class and amount of useless data for rest of the items.

Offline kkmic

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Re: "grey" fog of war
« Reply #32 on: September 15, 2011, 11:08:17 am »
Regarding the fog of war / line of sight:

How about coloring only the tiles that have been seen in that turn? Since aliens do not move on your turn, you can always see where you looked at in that turn. When the turn ends, everything turns gray again, except what is in the soldier's LOS at that moment.

Offline Daiky

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Re: "grey" fog of war
« Reply #33 on: September 15, 2011, 12:34:38 pm »
That makes sense in a turnbased game I guess. Do you know an example of a turnbased game where it works like this? I'd like to try it out.

Offline kkmic

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Re: "grey" fog of war
« Reply #34 on: September 15, 2011, 02:19:34 pm »
No, I have no example to give for that particular "feature" in a turn-based game.

The fog of war you find in most (every?) RTS games these days behaves pretty much in the manner I described - except it is in real-time.

Extending on my previous post, that would mean that you will have to have two battlescape "versions":
  • The "true" battlescape - this is where the actions happens
  • The "visible" battlescape that is constructed/updated as your troops discover terrain features/revisit previous visited locations

This would mean that a grenade going out on a previously discovered patch of terrain (but not currently in any soldier's LOS) won't have it's effects shown unless someone goes back and takes another look at that spot.

Hope my two cents make sense  ;D

Offline SupSuper

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Re: "grey" fog of war
« Reply #35 on: September 15, 2011, 03:14:19 pm »
These kind of overlays can also be useful for quickly highlighting info for the user without cluttering the interface, like:
- The tiles the soldier can move to/fire from in that turn.
- The path a soldier would take to a certain point.
- Line of sight of units.
- Etc.

Offline Daiky

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Re: "grey" fog of war
« Reply #36 on: September 15, 2011, 04:40:28 pm »
I like the highlighting of tiles on the path the soldier will walk.
You could highlight tiles in greenish where he can walk, in orange where he could walk when no time units are to be reserved, in red the tiles he will not be able to reach.

Offline SupSuper

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Re: "grey" fog of war
« Reply #37 on: September 16, 2011, 03:42:40 am »
I think Ghost Recon 3DS has a feature like that: https://www.youtube.com/watch?v=NJxcD8t2CFY

Offline michal

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Re: "grey" fog of war
« Reply #38 on: September 16, 2011, 09:08:28 am »
I think also xenowar has something similar:


Volutar

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Re: "grey" fog of war
« Reply #39 on: September 16, 2011, 11:31:56 am »
Ghost Recon 3DS? Correct me if I'm wrong, but is this the game developed by Julian Gollop?

Offline kkmic

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Re: "grey" fog of war
« Reply #40 on: September 16, 2011, 12:13:38 pm »
I like the idea of highlighting paths too.

And indeed, various overlays are something that would be nice to have. How about having options for them and/or hotkeys to enable/disable (or maybe "this overlay is active when while X key is pressed" approach)

I believe this is a non-modifying gameplay alteration. After all, I want to see OpenXcom as faithful to the original as possible.

Offline Yankes

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Re: "grey" fog of war
« Reply #41 on: September 16, 2011, 12:21:42 pm »
i have made next step into cloning X-Com soldier (did you remember blue skinned ones? :>). now they have chameleon genes!

and about highlighting paths, its can be say done by recoloring titles.

Offline SupSuper

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Re: "grey" fog of war
« Reply #42 on: September 16, 2011, 01:23:25 pm »
Ghost Recon 3DS? Correct me if I'm wrong, but is this the game developed by Julian Gollop?
Yes, he even discusses the game in the video I linked. :)

i have made next step into cloning X-Com soldier (did you remember blue skinned ones? :>). now they have chameleon genes!

and about highlighting paths, its can be say done by recoloring titles.
More like ghost soldiers! :o

Offline luke83

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Re: "grey" fog of war
« Reply #43 on: September 16, 2011, 01:36:13 pm »
chameleon genes would be a awesome ABILITY for snake man.

Keep up the Good work Yanks , your making me very excited  ;)

Offline Daiky

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Re: "grey" fog of war
« Reply #44 on: September 16, 2011, 02:44:22 pm »
nice work - alpha blitting !
It would be very nice to add this alpha blitting to the shadows of bullets.
What is the slowdown in fps of this?

anothe usage: to make objects transparent that are in front of a soldier.
Or to make the smoke particles transparent..
« Last Edit: September 16, 2011, 02:46:13 pm by Daiky »