DRL > Requests For Features
Smoother liquid transition
Potman:
As observed here, different sorts of tiles, such as water and acid in this case, look really blocky when put together. Any chance smoothening it out a little? Maybe even make the border tiles do damage, albeit a bit less, than full acid does?
Game Hunter:
I think that's doable. Currently the partial liquid tiles mesh with the floor tile they're adjacent to, so I imagine something similar can be done for liquid-to-liquid transitions. It might require some fine-tuning with regards to looks, but I agree that two liquids mixing is clunky and some degree of smoothness should be attempted. (It does sound a little complicated to ensure that one acts as the foreground and the other as the background, however, so this is really Kornel's call.)
--- Quote from: Potman on May 15, 2012, 11:53 ---Maybe even make the border tiles do damage, albeit a bit less, than full acid does?
--- End quote ---
This is a no, because the game is wholly tile-based: when you move onto a particular cell, you'll be affected by the cell regardless of neighboring positions. It would be easier to consider this from the perspective of a console player: as there are no partial visuals there, everything is all or nothing, and the same has to hold when it's displayed with more detailed graphics.
Kornel Kisielewicz:
Actually that's not doable :P. Or doable, but surprisingly hard. Moreover it would increase the number of layers needed to be rendered, which would increase the GFX requirements even more (possibly beyond netbooks unfortunately).
There are cheap tricks that would allow to circumvent that, but we would loose what is most important for me in the engine -- flexibility.
So for now -- no, unfortunately that's not possible.
ParaSait:
--- Quote from: Kornel Kisielewicz on May 15, 2012, 14:08 ---Actually that's not doable :P. Or doable, but surprisingly hard. Moreover it would increase the number of layers needed to be rendered, which would increase the GFX requirements even more (possibly beyond netbooks unfortunately).
--- End quote ---
Why is the transition doable with liquids to floor tiles, then?
Creepy:
Floor tiles could be on a lower layer than liquids, which could have all ended up sharing a layer for ease of use.
Transition from floor to liquid would just be putting the liquid tiles with the appropriate transparent bits above a generic floor tile on the layer below them. Transitioning between different liquids would then require adding two more layers (Current liquid layer becomes dedicated water layer, add a layer for acid and a layer lava). I don't know how many layers are in use at the moment (floor, liquids, walls, objects?), but adding two more would probably add a sizable amount to the graphical-version's requirements.
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