Human speed was always the problem and new engine won't make us mod harder.
part of the idea is to make modding easier, thus the same amount of effort spend on modding would produce better results.
Human speed was always the problem and new engine won't make us mod harder.
Human speed was always the problem and new engine won't make us mod harder.
part of the idea is to make modding easier, thus the same amount of effort spend on modding would produce better results.
Did you consider using node-webkit? From your description it seems like user will be running the html5 game from desktop anyway.
I have a petition to new engines writers: can you fix that AWFUL highlight "feature" on scenery objects (walls, etc.)? I don't need to explain how "interactive dancing walls" work, I think.
Quick viz:
View attachment 1451
Make area of light that is visible on tiles going over scenery too + disable per FRM highlight on them. And keep 8bits, please - it's a part of the style of Fallout.
PS: I realize that new highlight feature could be added in > 1.0 version of engine.
Walk/run/whatever along walls, and you'll get similar effect to this. But instead of floor, you're getting "interactive dancing walls", which looks simply awful + it's not consistent with how tiles are highlighted/lit/whatever - area with fade vs. per FRM, where distance to its blocking hex triggers, and determines lit/highlight/whatever intensity of whole FRM.Not really sure what you're suggesting here. What are "interactive dancing walls"
Yes. Also, it's not about player only - it's about all kinds of lights.and by highlight do you mean them being being lit while you're standing near them?
I made it intentional to show area with fade over the walls - something I'm talking about. Here's more "natural" visualization:Image just looks like a haze of fog to me.