So..... I deviced a way to determine how much vision stuff has...
Should simple walls made out of wood, concrete or whatever, be blind?
Let's keep this topic short, shall we?
I await 5 different people to respond.
So..... I deviced a way to determine how much vision stuff has...
Should simple walls made out of wood, concrete or whatever, be blind?
Let's keep this topic short, shall we?
I await 5 different people to respond.
Like if the wall is 4 feet high... it is possible to SEE above it in you are NOT "crouched". But this is the UNIT or SOLDIER BEHIND the wall that has vision and not the wall itself. That's my reasoning.
Designer #1: Walls should have no vision.
I like what quest mentioned earlier about a 4-hoot-high wall. I'd use the height metric as a baseline.
For example, if the unit is Large-sized (like a vehicle, for example), it should be visible over a 4-foot-high barrier. If a unit is Small, then it's likely able to take cover behind that size of barrier. If barriers are 6 feet/2 meters high, then anything smaller than Large can take cover behind it. If it's a full-sized building, then any unit, Large or otherwise, can take cover behind it.
I don't think material should be a factor with line of sight, and perhaps the material it's made of should only be a factor in how much damage it can endure before it's destroyed - and no longer provides cover for anybody/anything.
Could you give walls the ability to be damaged? The more damaged a wall is the greater the vision. A 100% damaged wall provides 100% vision. Material type can dictate how quickly a wall is damaged. Have you implemented something similar for forest or buildings? If so maybe you could use the same or a similar system here.
Good luck with your game.
Dymino Monsters Update 4-18-2024 (1) by questccg | |
Hidden Movement: What Makes it Cool? (19) by larienna |
Wizardry Legacy: the Forgotten Academy (12) by larienna |
TradeWorlds — Tactical Core (3) by questccg | |
Introducing, Jacob! (that's me by the way...) (0) by Jacob | |
Chat GPT: Testing as a design assistant (8) by larienna |
Winner Announced for the Meta Progression Community Challenge! (0) by The Game Crafter |
Hi guys ~ Gameland and Yaofish are officially accepting board game design submissions! (1) by questccg |
A programmer's dilemma (16) by larienna |
Qubits: a solo trick taking game (9) by Wobt2 |
Worker placement, Role selection and Action cards: Is it the same thing? (11) by larienna |
Site Ads and Google Experiments (0) by questccg |
TradeWorlds — Smuggler's Run (7) by questccg | |
Single Item Shipping at The Game Crafter (0) by The Game Crafter |
Protospiel Indy 2024 (May 24-26) (0) by The Game Crafter |
How to avoid being blocked at content creation (10) by questccg |
Protospiel Indy 2024 (0) by sirvalence |
In need of some IDEAS concerning a "Battle" System (15) by questccg |
How to avoid quarterbacking in an adventure game (7) by larienna | |
How complicated could math get? (23) by X3M |
Can we have gaming ads on this website (7) by questccg |
Dice Mitigation Challenge - Winner Announced! (0) by The Game Crafter |
Delving! - " That is when it hit me, it was starting to feel like other games" (3) by MarkJindra | |
Game Purchase Contract (0) by MarkJindra |
Blackboard Boogie Board: a bit of a REVIEW... (2) by questccg |
Designer #1: Walls should have no vision.
Ok, 2 for blind walls, which include me and questccg.
1 for walls with vision, who is the big guy. But he said, it's ok. So perhaps he doesn't know the concequences to a game.
For example, if the unit is Large-sized (like a vehicle, for example), it should be visible over a 4-foot-high barrier. If a unit is Small, then it's likely able to take cover behind that size of barrier. If barriers are 6 feet/2 meters high, then anything smaller than Large can take cover behind it. If it's a full-sized building, then any unit, Large or otherwise, can take cover behind it.
I don't think material should be a factor with line of sight, and perhaps the material it's made of should only be a factor in how much damage it can endure before it's destroyed - and no longer provides cover for anybody/anything.
Height will be in levels. Just like in most traditional RTS games. Obviously, we are not going to make design mistakes.
The edge of a higher level is also still visible. But beyond that will reduce vision on both sides.
With the lower level immediately being clipped off.
Not sure about the higher level, perhaps keeping this traditional as well.
Anyway, should a wall be able to provide the player vision?
Good luck with your game.
We are planning to have walls, gates and ramps change into another form after sufficient damage.
gates can double as elevators.
gate becomes a wall, the mechanisms are destroyed.
wall becomes a ramp, half of the wall crumbles.
wall will be a pile of ruble if there are no adjacent walls/gates.
the ramp or rubble will be gone completely after.
The vision of a ramp or rubble equals that of level 0.
walls and gates are level 1. Although the gate open, will lower 1 level.
This plan will take a year or so, before even implemented.
Anyway, should a wall be able to provide the player vision?