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GoogleCodeExporter avatar GoogleCodeExporter commented on September 24, 2024
same for volatile objects like monsters: even if a map is explored, see only 
monsters in the view range.

Original comment by surrano on 8 Dec 2010 at 10:54

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GoogleCodeExporter avatar GoogleCodeExporter commented on September 24, 2024
there are a lot of areas that cannot be explored, though, like groups of trees, 
etc. That would make many of the maps lose aesthetic appeal... however it would 
be a great idea to have some caves be dark and you can only see a certain view 
range unless a torch in the room is lit up or something.

Original comment by [email protected] on 11 Jan 2011 at 6:05

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GoogleCodeExporter avatar GoogleCodeExporter commented on September 24, 2024
I agree to joeybear.
Perhaps add a fog overlay that only hides the monsters. (and not the map 
graphics itself)

Original comment by [email protected] on 13 Jan 2011 at 11:26

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GoogleCodeExporter avatar GoogleCodeExporter commented on September 24, 2024
absolutely correct and actually, implemented in other rogue-like games, e.g. 
ADOM

Original comment by surrano on 17 Jan 2011 at 8:34

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GoogleCodeExporter avatar GoogleCodeExporter commented on September 24, 2024
I like it how it is, with no fog of war, the screen size is small enough, you 
copuld see everything on a screen or room.

I do like the torch idea to only light say a 4 tile radius circle in caves and 
such.
Dark caves is cool, but fog of war is no so great, I dont think it would make a 
better gameplay experience, I like it that its more similar to zelda.

Original comment by [email protected] on 3 Feb 2011 at 5:13

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GoogleCodeExporter avatar GoogleCodeExporter commented on September 24, 2024

Original comment by [email protected] on 10 Feb 2011 at 6:43

  • Added labels: Priority-Low
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GoogleCodeExporter avatar GoogleCodeExporter commented on September 24, 2024
I believe the way the current maps are setup, a Fog-of-War feature would be 
able to work with something similar to a weather layer added to the maps.

An Overlay layer would be edited and saved for each map depending on the 
players visibility range (10 tile radius for instance).

Once an image is taken to store in the directory, it would have the overlay 
added on top of it.  This would require the engine to save each map's overlay 
each time it is departed by the player.

Original comment by [email protected] on 17 Sep 2012 at 4:31

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GoogleCodeExporter avatar GoogleCodeExporter commented on September 24, 2024
Chrono Trigger got along fine without a fog of war.
Light and fall off would be a great addition though.
Would make for even better looking maps.

Original comment by tantoedge on 12 Nov 2012 at 5:22

from andors-trail.

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