Fog of War

Discussion in 'Planetary Annihilation General Discussion' started by mauly, August 22, 2012.

  1. mauly

    mauly New Member

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    Any ideas how the fog of war is handled?

    I wonder if there will be something like thick clouds covering everything unexplored that go away when you explore. Would look pretty stupid I think. Also a black cover is silly. I mean you can see the moon and asteroids, but in front of you is a black wall. :roll:
  2. Spooky

    Spooky Member

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    I am also wondering how they will tackle this one. Fog of war has always been a challenge to integrate in RTS games, in a way that looks good, makes as much sense as possible and also provides good gameplay.
  3. doctorzuber

    doctorzuber New Member

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    I am actually kind of hoping for a traditional fog of war but with a planetary spin on it. And what I mean by that is, orbital spy satellites.

    Once you research this technology, it becomes much much easier to see what is going on. Of course, satellites can be shot down, so this creates another level of conflict to manage at that stage in the game.
  4. cola_colin

    cola_colin Moderator Alumni

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    I cant see why FoW should be hard to implement. Do it like it is done in FA or SC2.
    Just dont hide the map completely, thats just annoying, especially if you are playing on procedural maps.
  5. Spooky

    Spooky Member

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    That raises questions like: a unit is really not able to see a big *** enemy building or unit that is "right in front of it", relatively speaking?


    But it actually makes sense for procedural maps. Contrary to custom built stock maps.
  6. thygrrr

    thygrrr Member

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    Yep, finally "explored" fog of war.

    With shaders you can even make it three dimensional (maybe).

    But I'd also be fine with no FoW whatsoever (meaning you'd have to constantly scout manually and have a very high Situational Awareness to have an edge).

    I prefer traditional scouting with units and radar, though.
  7. ghargoil

    ghargoil New Member

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    What was wrong with the way TA did it?
  8. JWest

    JWest Active Member

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    Demigod had rather pretty FoW, and we got some of the Demigod guys here at Uber...
  9. Spooky

    Spooky Member

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    Yeah, that's true :)
  10. galaxy366

    galaxy366 Member

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    Enemy units will not be shown but the rest of the planet is just normal (no black fog of war or clouds)
  11. neutrino

    neutrino low mass particle Uber Employee

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    One nice thing about client/server is you won't be able to cheat the fog of war. The server simply don't be sending you information about those units.
  12. RaTcHeT302

    RaTcHeT302 Guest

    I really hope there is no fog, instead just have enemies not visible.
  13. coldboot

    coldboot Active Member

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    Do you mean that you want to be able to see the whole map, just without units out of your line of sight?

    I think they should definitely hide terrain, as having to discover the terrain will be even more fun on procedural maps. I would always leave maps exposed in TA and Supreme Commander so as not to give advantages to people who memorized the maps, but when the maps are generated dynamically, that advantage is already gone.

    Reward the player who explores.
    Last edited: August 28, 2012
  14. RaTcHeT302

    RaTcHeT302 Guest

    Oh right.
  15. ghargoil

    ghargoil New Member

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    Hypothetically, you guys might want to look into making sure resources are hidden from players as well? (e.g., if they haven't explored that far...)

    I'm reminded of some efforts to block cheating in Minecraft... I think one idea was that the seeds to generate ores/resources were kept hidden or otherwise altered, but I can't seem to find that particular mod...

    I suppose hiding metal deposits is harder, but it should be easier to hide the seeds for planets (if that is only sent to the player after they have arrived in orbit around the planet...)

    That said, I don't play competitively, so I'm not sure this is really that valuable of a feature. :p
  16. RaTcHeT302

    RaTcHeT302 Guest

    I know that in certain RTS you had to explore in order to find new resources. It could work instead of just showing it directly, as the first who find it's has a tactical advantage.
  17. mauly

    mauly New Member

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    That's true, but one thing I like about always visible terrain is that you can easily chain the metal extractor building commands. You can send out one construction KBot that builds all the metal extractors while you can focus on other things.

    An automatic scout function would be cool. When you order it, a unit will try to uncover as many black areas as possible.
  18. BulletMagnet

    BulletMagnet Post Master General

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    Shout-out for line-of-sight FoW?
  19. thygrrr

    thygrrr Member

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    It was VERY hard for color vision impaired people like me to play on (Painted Desert was a nightmare, and don't get me started on Comet Catcher).

    <3 <3 <3

    Client-Server architecture for RTS should have been here a decade ago... but ok. I can wait for another year.

    I hope this project won't get too overfunded, because Kickstarters that are overfunded deliver later on average, and the more they are overfunded, the later the projects ship. :)

    But I don't mind Jon and his crew getting filthy, FILTHY rich (I'm talking Notch winning the lottery jackpot three times in a row rich) with this game after launch. :mrgreen:
  20. acey195

    acey195 Member

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    why just not make this a pre-game option...

    -Not explored
    -Explored
    -Explored, no fow

    Warlords battle cry did this for instance, a game probably influenced by TA:Kingdoms

    then there just needs to be a meta-game standard...

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