New weather effect - atmospheric fog
Moderator: Gamemasters
- Hemisphere
- Posts: 76
- Joined: Tue Jul 28, 2009 8:24 pm
New weather effect - atmospheric fog
Not sure how technically feasible this would be, but it would basically involve overlaying a semi-transparent graphic over the entire screen - ideally scrolling very slowly to the right to give the impression of a rolling mist/fog.
They could be triggered in appropriate situations, for example just as the sun starts to rise, it would be typical to have a light, rainy mist, or even, far less frequently, a dense fog.
Desert areas could be prone to "sandstorms", and some dungeon areas could be filled with a vile green, almost luminescent fog.
Some mockups of how it might look:
No effect
A cool mist
A dense fog
A sandstorm
Of course it would be rather difficult to play in a dense fog, or a sandstorm, but that's realism for you
They also have the added advantage of making the game look absolutely beautiful (imo)
They could be triggered in appropriate situations, for example just as the sun starts to rise, it would be typical to have a light, rainy mist, or even, far less frequently, a dense fog.
Desert areas could be prone to "sandstorms", and some dungeon areas could be filled with a vile green, almost luminescent fog.
Some mockups of how it might look:
No effect
A cool mist
A dense fog
A sandstorm
Of course it would be rather difficult to play in a dense fog, or a sandstorm, but that's realism for you
They also have the added advantage of making the game look absolutely beautiful (imo)
- Lord Arcia
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- Location: Tol Vanima
- Contact:
- Hemisphere
- Posts: 76
- Joined: Tue Jul 28, 2009 8:24 pm
Yes, the map thing makes sense too, probably makes it harder to impliment though, and as I understand it developer attention is at a premium around here
The fogs I showed already btw were pretty much monotone - I just tried playing with putting 4 or 6 colours into the fog, and the result is even nicer imo!
Also filters could be applied* to the image to give a more "videogame" style fog:
Generally I prefer it, but that's probably a matter of taste.
*Filters in the design process of course, not in the client!
Edit: I was thinking, it could even be a more standard client effect during regular gameplay, with the user being able to determine whether they want it on or off. For some people atmosphere and beauty is most important, and for others precision and clarity, so it would be unfair to force it on everyone - it could be set to off, low, medium, o hrigh, depending on individual user preference.
Would look super swanky when promoting the game too - good graphics really do turn heads!
The fogs I showed already btw were pretty much monotone - I just tried playing with putting 4 or 6 colours into the fog, and the result is even nicer imo!
Also filters could be applied* to the image to give a more "videogame" style fog:
Generally I prefer it, but that's probably a matter of taste.
*Filters in the design process of course, not in the client!
Edit: I was thinking, it could even be a more standard client effect during regular gameplay, with the user being able to determine whether they want it on or off. For some people atmosphere and beauty is most important, and for others precision and clarity, so it would be unfair to force it on everyone - it could be set to off, low, medium, o hrigh, depending on individual user preference.
Would look super swanky when promoting the game too - good graphics really do turn heads!
- Pellandria
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Try that sandstorm grainy and rough maybe.
((Might be also an interesting idea for the devs, as one might need some slight screen-blurring or tiny-localized palchanges?
Filters for the client. Yes, imo.))
I suppose you can prepare different sheets (eventually bigger then screen-res) to blend over each other, for showing
different ammounts of deposit/condensation.
Would be interesting as you manage to animate the fog somehow..to make it swelling thickly, or just dipping all in a soft, creeping mist.
You could also give a try to some area-curtailed effects.
((Might be also an interesting idea for the devs, as one might need some slight screen-blurring or tiny-localized palchanges?
Filters for the client. Yes, imo.))
I suppose you can prepare different sheets (eventually bigger then screen-res) to blend over each other, for showing
different ammounts of deposit/condensation.
Would be interesting as you manage to animate the fog somehow..to make it swelling thickly, or just dipping all in a soft, creeping mist.
You could also give a try to some area-curtailed effects.
- Olaf Tingvatn
- Posts: 935
- Joined: Wed Sep 10, 2008 12:23 am
- Location: Norway, Lyngdal, Scandinavia
-global wind directions or strenght;
-weather setting zones/layers; ((would need to add marker to each tile?))
((already implemented?))
-humidity var ? ((increasing fog/rain chance..decreasing sandstorm chance, and on...))
or too realism fixed, Estralis?
-hail((less PER-penalty then fog, high chance of sickness if nutrition bad..))
-blizzard((PER-penalty like fog, highest chance of sickness if nutrition bad..))
as addition to snow?
((Just thinking, would not need high probabilities for sandstorm/hail/blizzard, just a seldomly occuring effect..))
-weather setting zones/layers; ((would need to add marker to each tile?))
((already implemented?))
-humidity var ? ((increasing fog/rain chance..decreasing sandstorm chance, and on...))
or too realism fixed, Estralis?
-hail((less PER-penalty then fog, high chance of sickness if nutrition bad..))
-blizzard((PER-penalty like fog, highest chance of sickness if nutrition bad..))
as addition to snow?
((Just thinking, would not need high probabilities for sandstorm/hail/blizzard, just a seldomly occuring effect..))
- Avalyon el'Hattarr
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Re: New weather effect - atmospheric fog
These are the good ones. The others seem too messy.Hemisphere wrote:
A cool mist
A dense fog
- Hemisphere
- Posts: 76
- Joined: Tue Jul 28, 2009 8:24 pm
- Hemisphere
- Posts: 76
- Joined: Tue Jul 28, 2009 8:24 pm
- Hemisphere
- Posts: 76
- Joined: Tue Jul 28, 2009 8:24 pm