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RUNNING WITH RIFLES Multiplayer

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 Post subject: Character 'Blind Spots'
PostPosted: Tue Mar 11, 2014 3:32 am 
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I can understand that if it ever got implemented it would be further down the line however I think it would be good to have as an 'option' the player can toggle in single player (or on servers the Host would toggle for the whole server before starting the server).

Blind Spots, where in your character (and you of course) can not see behind you. This could be done by keeping the scenery visible but 'fading out' the live entities and vehicles. It would add a bit more of a sense of combat and possibly complexity to it as an option. Requiring you to watch your or your team-mates' back better.

On a secondary note- This would probably work better after the use of 'mouse aiming' (say, you hold right mouse button to go into focused mouse aiming or something similar).


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PostPosted: Tue Mar 11, 2014 12:34 pm 
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This brings to my mind the idea of missions during night, where you cannot see a thing but with a lantern. Or with night goggles, or something like Teleglitch.


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PostPosted: Tue Mar 11, 2014 2:33 pm 
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Ewetcr wrote:
This brings to my mind the idea of missions during night, where you cannot see a thing but with a lantern. Or with night goggles, or something like Teleglitch.


Oh yes, that would be fun. Add a whole other level of tactical requirements in a way to completing a mission. Thank you for weighing in your thoughts :D!

Might not be for everyone, but that is why you have it as something you can (as I stated) set through server configuration or in SP through your options.


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PostPosted: Tue Mar 11, 2014 5:21 pm 
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Something along those lines were experimented with back in December, mostly trying to find an acceptable solution with the visual side:

Image

It had certain challenges
* only one of those shadow casting light sources could be used with the existing tech, well, in most cases it would be enough as you wouldn't see other people's sight area anyway
* it doesn't work with the terrain component, so it would either have to be restricted to maps with perfectly even terrain, or, the terrain component would have to be remade - not quite the thing that would make sense working on at this point, but, maybe after 1.0

The alternative, like WolfenRayneGames initially proposed, is to leave the visual side just mostly intact, by just hiding the dynamic elements (soldiers, vehicles, bullets, items, etc). This certainly would be easy to add; the AI anyway is doing such checks for itself, so it would just be about adding one more for the local player and making it control visibility of gameplay elements.

I can try to take a look into it once the smoke clears after the Steam EA release, as an optional thing obviously and with server side control over it.


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PostPosted: Tue Mar 11, 2014 7:16 pm 
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Ah, so you did work on a fog-of-war (so to speak). Thought that idea was thrown out the window a few months ago - guess not. :D

http://www.modulaatio.com/runningwithrifles/images/dev/


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PostPosted: Tue Mar 11, 2014 7:25 pm 
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The Soldier wrote:
Ah, so you did work on a fog-of-war (so to speak). Thought that idea was thrown out the window a few months ago - guess not. :D

http://www.modulaatio.com/runningwithrifles/images/dev/


The visual fog-of-war is pretty much thrown out from scope of 1.0 because of the challenges, but the element hider is still a viable option and may be just enough to work well enough.

.. and no reason to hide this, it's got all sorts of funnies, drafts, bugs and visual communication archived in there some people might find interesting :P
http://www.modulaatio.com/runningwithrifles/images/dev/


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PostPosted: Tue Mar 11, 2014 7:35 pm 
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Well, I can say that there are some funnies in there. :D And lots of stuff on a blind spots and fog of war.

The fog that's being implemented (maybe, at least) seems really cool. Maybe it'll limit your view range (if that's put in as well).

And good lord, did I see VEHICLE HEALTH? I think it's just been painted on, though. :/ So just a pipe dream there, I think,


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PostPosted: Tue Mar 11, 2014 7:42 pm 
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I am very interested in this :D. Well, do not really need fog-o-war persay in my opinion. Just the option of things outside of your character's "fov" fading out and disappearing visually. I am not sure how you are coding it, but if I remember right (not done game programming in yeeeears save for recently x_x ) the single player could be as simple (technically) as having a seperate view command tied to a character head / body that when active entities (being the AI or vehicles) leave the FOV the script will tell the camera to single out those entities and move their render to a 'fadeout' state in the script or something similar. But that can pose its own problems. Just an idea :o

EDIT: Though I suppose FOW works similarly. Never programmed it into anything so not sure :O


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PostPosted: Tue Mar 11, 2014 8:35 pm 
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The Soldier wrote:
I think it's just been painted on, though. :/ So just a pipe dream there, I think,


you will see in 2 days that it's not "painted on" ;)


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PostPosted: Tue Mar 11, 2014 9:07 pm 
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JackMayol wrote:
you will see in 2 days that it's not "painted on" ;)


Huzzah! :D Beautiful, probably the best thing I've heard of for the game for a LONG time. And a new font and lobby to boot, excellent!

Also, I saw some circles under where you had to stand to access the Armory and the Cache - are those still in? I'd find those infinity useful.


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