The Daily Click ::. Projects ::. TAHC2
 

Project: TAHC2
Project Started: 20th October, 2009 Last Update: 8th April, 2012
Project Owner: 3kliksphilip Project Members: Mr_Tom James Luke
Project Type: Secret Project Progress:

Fog of War
Posted 15th Aug 11, by 3kliksphilip  
TAHC1's strong point was how frail and weak it made you feel at night by restricting your vision. In TAHC2 it's being changed slightly... and I feel it's for the better. If you would be so kind as to leave some feedback on the below decision regarding fog, I'd appreciate it. Should this effect only kick in at night, and everywhere? Or should you still have limited vision in the day, but only in buildings?

http://www.mediafire.com/?zb31barbn83zci2 (WASD to move around)

Now, if you're outside, you can see as far as you like.

As you move inside, it becomes more claustrophobic, since anything not directly in your line of vision is totally black.

At night, everything not in your vision will be black, regardless of where you are. Those nights are going to drag...

Posted by Fanotherpg 15th August, 2011

IMHO it should be all day and night. But also a bit more precise - if there is a wall on your way even if you are outside you shouldn't see what's behind it or what's inside the building and not only when you are literally next to it.
 
Posted by Dean James Reynolds 15th August, 2011

I agree with Fanotherpg 100%
 
Posted by UrbanMonk 15th August, 2011

Why can you see everything inside when you're outside?
 
Posted by 3kliksphilip 15th August, 2011

Thanks for the feedback everybody, I have now made it so that you can't see things inside when you are standing outside.

I'm actually surprised that you want vision to be obscured all of the time, regardless of whether you're inside or out, or whether it's day or night. I suppose it would be more realistic, scary and difficult, but at the same time, you'll be constantly staring at a mostly black screen, and those scary night-times where you ended up hiding in a house in TAHC1 would lose their significance. Also, since this is a sandbox-ey sort of game, with elements of building and trap-making, it could become frustrating if you can't see the entire screen and that beautiful moment when the traps get set-off. Still, I'll implement it into the game and see what plays best.

Also, remember that this game is a sandbox, so you'll be able to choose the duration of the day and at what time it starts. So making it always night-time is a possibility.
 
Posted by Rick Shaw 9th April, 2012

This is a pretty unique & rare feature for a game to have. Off the top of my head I can only think of maybe two from the golden era of 2D games that actually used it. I think it adds a lot, especially for a game built around suspense. I'm also impressed by how fast your algorithm appears to be. Good work!
 


 



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