|
Post by Bulborbs_At_View on Jul 14, 2016 3:16:37 GMT
I've been pondering as of late on the topic of whether I should hide some details of the game to make things more exciting. So in this topic, I'm asking you, the players of the game, whether you would mind/like if future days/maps had less transparency as to what's located where? Let me know by voting and/or replying to this topic here!
Thanks in advance for your input, -BAV
|
|
|
Post by izaihb on Jul 15, 2016 1:09:22 GMT
I make Hunger Games RP maps for my friends (thinking of doing that here in the Fun Corner) and I cover most of the arena with gray stuff until they go there.
|
|
|
Post by Bulborbs_At_View on Jul 19, 2016 0:56:32 GMT
Seems like no new votes are coming in. Both votes were yes, but desired varying degrees of visibility. So for all maps going forward, Sheargrubs and other elements that wouldn't be visible normally will not show in the map until they appear. I may decide to move to a fog-of-war system later on. I will probably use the Sandbox to test it out.
|
|
|
Post by Bulborbs_At_View on Aug 24, 2016 16:22:21 GMT
Huh. I looked back at this poll and realized new votes were in favor of a fog-of-war system for future maps. I suppose I'll look into using it, although some specifics will have to be worked out. Mainly... - How do I work around the fact that some maps have already been explored, but might have "new areas" in them after mutations?
- Should I indicate with an icon where treasures are located?
- Do I hide the level's general layout on the "first visit", or do I merely hide the entities (enemies, pellets, etc.) that the player doesn't see?
If anyone has any suggestions for those, I'm all ears. Otherwise, I'll be trying to brainstorm this idea to bring it to fruition. The next map to be made, Small Woods Day 3 (and possibly Impact Site Day 3 too), will not have FoW since I may not have finalized the Fog of War system yet.
|
|
|
Post by Groto the Hobo (Sean-Inc) on Aug 24, 2016 23:37:22 GMT
Huh. I looked back at this poll and realized new votes were in favor of a fog-of-war system for future maps. I suppose I'll look into using it, although some specifics will have to be worked out. Mainly... - How do I work around the fact that some maps have already been explored, but might have "new areas" in them after mutations?
- Should I indicate with an icon where treasures are located?
- Do I hide the level's general layout on the "first visit", or do I merely hide the entities (enemies, pellets, etc.) that the player doesn't see?
If anyone has any suggestions for those, I'm all ears. Otherwise, I'll be trying to brainstorm this idea to bring it to fruition. The next map to be made, Small Woods Day 3 (and possibly Impact Site Day 3 too), will not have FoW since I may not have finalized the Fog of War system yet. I think if you decide to have FoW, then you should leave a few things seeable 1. The outline of the map (So people can see, and tell you where they'll be heading, so you don't have to say "There's a wall there" and have the player waste a turn) 2. Areas that have already been explored (even from other people, because someone could always go check the previous day maps, and see what was there last time) 3. And a good area around them should be seeable (but I believe you know that) Now, here's my suggestions regardings treasure visibility. Have a sensor in the shop that can scan for these things. That way, people with the treasure sensor can find the stuff they need. To make it more interesting, make the sensor cheap, but make it work like the sensor in Pikmin 2. If you upgrade it however for a higher price, you'll be able to see the exact location of all treasures. Also, if you want, I can draw some maps for you. Anyways, hope this helps! From Sean-Incorporated (Or that crazy hobo)
|
|
|
Post by Bulborbs_At_View on Aug 25, 2016 3:06:47 GMT
I think if you decide to have FoW, then you should leave a few things seeable 1. The outline of the map (So people can see, and tell you where they'll be heading, so you don't have to say "There's a wall there" and have the player waste a turn) 2. Areas that have already been explored (even from other people, because someone could always go check the previous day maps, and see what was there last time) 3. And a good area around them should be seeable (but I believe you know that) Now, here's my suggestions regardings treasure visibility. Have a sensor in the shop that can scan for these things. That way, people with the treasure sensor can find the stuff they need. To make it more interesting, make the sensor cheap, but make it work like the sensor in Pikmin 2. If you upgrade it however for a higher price, you'll be able to see the exact location of all treasures. Also, if you want, I can draw some maps for you. Anyways, hope this helps! From Sean-Incorporated (Or that crazy hobo) 1) An outline would be a bit crude as it would have to convey the varying heights of the level. Like, if the Forest Navel was mapped out with outlines, it would be unbelievably confusing to look at. I was personally considering just making the layout of the level visible from the start, but have unexplored areas "greyed out" so you can't see anything there until someone has visited it. So the question is, should the player be able to see the layout as you would right now (maybe tinted darker for fog areas), or should the player not have any information before they wander into that area? 2) The trick you mention wouldn't necessarily be reliable, considering the layout of maps can mutate over days. 3) That makes sense. I do like the idea for the treasure map, as well. I'll take it into strong consideration. I'll try to make a mock-up of a fogged map soon, to gather some feedback on it. -BAV
|
|