Just asking does Spring support such thing so game developers could start using them. I believe there are many who would like to see such feature to be implented.SinbadEV wrote:Fri13, are you suggesting these things for an existing game or are you looking for feature support so you can design your own game?
That is the trick. It would be just pure visual effect. There is no need to tie the FOW/LOS effect to unit LOS calculations. The LOS would get calculated just like now. The unit enters/leaves the LOS. Only that information is used to draw a graphical representation of FOW/LOS. And that graphical thing would be moved to get handled by GPU.If what you are talking about is purely visual in nature than there is no reason that these types of visual "tricks" (fading units and smooth los) couldn't be implemented using the LuaGL interface already in place.
It adds a layer of gameplay, even that if you would know the map where every spot is. You just can not order units there blindly to build something. You could not see metalspots without scouting.The whole "Unscouted" area thing would be something that game designers for the Spring RTS Engine could implement, but none of them have bothered because, as has been mentioned... the maps are static so all it would do would annoy veterans and make life difficult on noobs.
Games using Spring are usually a war games (well, I do not know any game using it what would be about farming or fishing

If the FOV can make effect to gameplay making it harder, it should be possible to get enabled. But idea is not that it is forced to be always. Just a feature what players could enable.
Just like now we can give some players a handicap bonus or slow down the game speed, units movement etc.
And the FOW even adds the knowledge where you have not be in the game. Many new players would like it when they are hunting the last enemy unit thinking where they have not been. They build just massive amount peepers and send them to anywhere just to find out that one corner where they never went because they though they has be there because it is visible.
Even so many "pro" does not like it because it demands more strategies and advancement. The game is not anymore so fast click and slash gameplay but richer and harder.
And many feels that harder gameplay is terrible because it is not so nice to loose because you did not use basic strategies wisely.
I can recall few my friends who always played TA with LOS only. Sometimes they played together without LOS. I always wanted the FOW/LOS. I was totally n00b on the game on that time and I always lost games because they know all the maps totally. For them it was just a speedball, for who can run first to enemy base.
But when they turned FOW+LOS on (with cursing), I could won them as easily as they did me first. I know strategies better than them but I did not know the units balanced so well. The strategy was the most important thing in the game, not that who build biggest or strongest army.
Many are afraid the dark because monsters. But they do not understand that the monster can not see them either in the dark.
And PC platform is dying for games because so many games are designed to game consoles. They are designed to be easy and simple.
Even the SupCom II sucks because it is nerfed down for consoles. There is no strategies, there is no micromanagement, there is no fun at all. Smaller maps, simpler maps, faster gameplay and all the times you can see what is happening.
Who really wants to play RTS game, (Real-time Strategy last time I checked. Not for Real-time Simple) what does not need strategies and thinking like Chess? (There are even games blind game for chess, where players do not see pieces but they need to remember opponents and own movements).