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Blind concrete.... or not?

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X3M
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Joined: 10/28/2013

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.

questccg
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A Wall has no vision

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.

let-off studios
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Barrier Height, Unit Height

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.

Fri
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Joined: 09/06/2017
Walls with the ability to take damage. Damage increases vision

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.

X3M
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questccg wrote:Like if the

questccg wrote:
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.

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.

let-off studios wrote:
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.

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?

Fri wrote:
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.


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?

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