Hi,
May it be possible in the future, to add the support for environment out of dungeons but always handled like dungeons
(cf : Eye of the Beholder II, The Forest map)
It may be nice to have the capability to play areas in forest, cities, ruins, etc ...
I have many ideas of mods that may use outside and may be really nice with the Grimrock engine.
@ +
AmiDARK
Outside Environment ?
- Crashbanito
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Re: Outside Environment ?
I don't see why not. The fog of war effect might have to be changed, but outside areas should in theory be possible. Those mod tools are making me anxious for what can be done.
Grimrock FAQ | If you see something fishy, flag that post! | My Gaming/Tech Blog
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Re: Outside Environment ?
There is no LoD system. Outdoor environments would be very hard to do.
- Crashbanito
- Posts: 326
- Joined: Sun Apr 01, 2012 2:50 pm
- Location: Louisiana, USA
- Contact:
Re: Outside Environment ?
We could just explore everything at night.FloorBelow wrote:There is no LoD system. Outdoor environments would be very hard to do.
Grimrock FAQ | If you see something fishy, flag that post! | My Gaming/Tech Blog
Re: Outside Environment ?
Based on the system, as someone mentioned before, the entire floor (or level) may have to be designed one way or the other. Like if Level 1 is outside (forest, ruins, etc...), all of Level 1 may have to be outside, but stairs leading down to Level 2 (from Level 1) could be indoor. Might be possible.
Last edited by Dhauntyr on Sat Apr 21, 2012 8:21 pm, edited 1 time in total.
Re: Outside Environment ?
Hi,
Technically, nothing prevent from having both environment in 1 level.
The game system uses tiles.
Outside environment only need a *backdrop* ground (sky ... far mountains ... )
So, using the fog, you can use a fog color near to backdrop environment ones and display only tiles that are no more than 5/6 tiles from viewer. And I think it's what the game actually do.
It can produce really good result in my mind.
When I talk about ruins, cities, never forget that game uses "tiles" so, objects must be designed to fit tiles. With this for example, a ruin (wall) can be developed to use 2 tiles ( 2 Objects that uses both 1 tile) ... The system can produce a more impressive result and can be totally suitable for the game engine 'tile' system.
After this, having an outside/inside environment in the same level only need a trigger in a tile that disable/enable the outdoor environment (for performances)... It's not a so difficult task to do for programers.
Kindest Regards,
AmiDARK
Technically, nothing prevent from having both environment in 1 level.
The game system uses tiles.
Outside environment only need a *backdrop* ground (sky ... far mountains ... )
So, using the fog, you can use a fog color near to backdrop environment ones and display only tiles that are no more than 5/6 tiles from viewer. And I think it's what the game actually do.
It can produce really good result in my mind.
When I talk about ruins, cities, never forget that game uses "tiles" so, objects must be designed to fit tiles. With this for example, a ruin (wall) can be developed to use 2 tiles ( 2 Objects that uses both 1 tile) ... The system can produce a more impressive result and can be totally suitable for the game engine 'tile' system.
After this, having an outside/inside environment in the same level only need a trigger in a tile that disable/enable the outdoor environment (for performances)... It's not a so difficult task to do for programers.
Kindest Regards,
AmiDARK