Light sources and what they look like. - Page 2

Light sources and what they look like.

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

shnorb wrote:i dont see why the sky or night/day shouldnt have an effect on gameplay. night could cause reduced los, as could mist. electrical storms could have strange effects on your units. ie causing planes to randomly drop outa the sky, fusion reactors to stop and start, weapons to malfunction.
Please, no random gameplay elements. I don't want wins or losses to be determined by pure luck...
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I like the idea of a little variety while playing. Mist/fog moving, water tides (someone did this I think... I'd like to see it), I love lightning. A day/night transition (every what... 20,000 frames?) would be SWEET. You could then introduce volumetric lighting to units, tanks could have spotlights, planes could have beacons, and towers could have omni lights. :D

However I agree with Gnome, I do not want these items to DIRECTLY affect my units. Fog/mist, weather has effects for both sides, but an electrical storm hitting my base just as they're attacking thusly removing my ability to generate energy would force me to lose, this is not the way strategy is defined.

Timing air strikes with heavy fog is a great maneuver, having your entire airforce decimated because of some electromagentic thingamajig in the clouds is NOT cool.

We now have access to "emitters" and particles... let's use 'em!!

-Buggi
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

wha?!, first SJ says we can use features in our maps, now you're saying we can do thigns like lights etc?! Please somebody keep me in the loop here.
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