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Vapourware Realms Beyond: Ashes of the Fallen - Chaos Chronicles reborn and dead again

PrettyDeadman

Guest
Still can't see any shadows.
Make shadows sharper and women more scantily clothed.
Without bob I can't even tell if there are any women on this picture which is a huge decline in interest in this game.
 

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216
I don't think the grid overlay (and the rest of the GUI) quite works with your style of ground textures.
They're quite high frequency, almost noisy (both in detail and hue of colours sprinkled all over all the tiles) and the semi transparent grid only adds to the noise.
I'd suggest either having an option to set transparency, or to try and commit to a completely opaque overlay. Or figure out another effect (some kind of movement? Shimmer? That could get busy and annoying fast though..) that would separate it from the actual ground way more.
(imo semi transparent overlays can look good and functional, but on more uniform and less busy ground textures.)

edit: Try quickly flipping between the two versions of the battle screenshot. The one with the fog effect works quite a bit better, because the fog itself knocks the ground texture back, so the grid is more visible and readable.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
I don't think the grid overlay (and the rest of the GUI) quite works with your style of ground textures.
They're quite high frequency, almost noisy (both in detail and hue of colours sprinkled all over all the tiles) and the semi transparent grid only adds to the noise.
I'd suggest either having an option to set transparency, or to try and commit to a completely opaque overlay. Or figure out another effect (some kind of movement? Shimmer? That could get busy and annoying fast though..) that would separate it from the actual ground way more.
(imo semi transparent overlays can look good and functional, but on more uniform and less busy ground textures.)

edit: Try quickly flipping between the two versions of the battle screenshot. The one with the fog effect works quite a bit better, because the fog itself knocks the ground texture back, so the grid is more visible and readable.

Thanks for the feedback! We're going to try with a stronger, bolder grid overlay, and letting the player adjust grid opacity is also a good idea. Right now it does blend into the terrain too much indeed, especially in grassland areas.
 

Sitra Achara

Arcane
Joined
Sep 1, 2003
Messages
1,859
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
How about hiding the grid except when player holds alt, and also for the current traced path?
 
Last edited:

JarlFrank

I like Thief THIS much
Patron
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Steve gets a Kidney but I don't even get a tag.
Merlkir does this look better to you?

RB_Combat_Alpha_Grid_Dark_01.jpg


Or maybe this variant?

RB_Combat_Alpha_Grid_Light_01.jpg
 

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216
Yeah, agreed. The second one is clearer, that's a similar (or the same?) effect as the fog layer, right?
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
I prefer the first one. The grid seems visible enough too.

In the second one, whether that's fog or grid shading, it makes it look washed out.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Yeah, agreed. The second one is clearer, that's a similar (or the same?) effect as the fog layer, right?

It's a different technique, the grid renders as additional overlay mesh while the fog effect applies to every object immediately.

And since everyone seems to have a different preference, we'll offer both variants with customizable strength factors in the options (along with different color configurations for red-green color blindness).
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,886
First one looks nicer overall aesthetically but second one it is easier to see your and enemy troops.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,258
Liking the interface that was shown so far, everything looks clear and informative to me.
 

Drowed

Arcane
Joined
Dec 28, 2011
Messages
1,676
Location
Core City
The only thing I didn't like about this video is that the projectiles are so slow that I would have time to go into the kitchen, get dinner and go back before it hit (or miss) the target.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
33,052
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
The only thing I didn't like about this video is that the projectiles are so slow that I would have time to go into the kitchen, get dinner and go back before it hit (or miss) the target.

You can speed up the animation and projectile speed by pressing space.

I'm quite puzzled why Peter didn't include that in the video at some point, but it's possible. I always speed everything up when I playtest the combat.
 

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