#Weather and Atmosphere Effects
16 messages · Page 1 of 1 (latest)
we have tried the fog before but it looked awful haha
but yep, we have planned to revisit this
That would be nice
I like the idea of fog where you can have 5 levels of how thick it is.
Level 1 = the fog in the other image Goose put.
Level 5 = the fog in this one I just posted.
Maybe make it room or floor dependent, where you can stack it based on lower layer or upper layer (often times, higher elevation has not as thick fog as lower elevation).
Or even, if you have a super thick Fog in the upper layer, you can see more when you are in the lower layer to solve a puzzle.
What do you think Julian?
yea i mean i like the fog stuff but its just up to thomas to make it look good haha
Yeah he's kinda the one making the game look good
You make the game feel/play good
Yeah
Let Thomas have the idea:
An object that players place on the floor which is always invisible (skeleton torch/light can't see it) but its visible in editor. And players can walk over it.
Place on the ground, it will have fog on that layer (up or down) for that room specifically. If the player is on the lower floor and the fog is above them, then they can perfectly see the area without fog if there isn't another one in the bottom floor.
If the fog is on the bottom layer, players can see it from the top layer but won't have their visuals cut.
You can't place more than 1 fog generator on the same layer in the same room, meaning there's a maximum of 2 placed per room.
Each [Fog Generator] has 5 levels, getting thicker as more are placed.
I think juilain meant the actual fog sprite
Not where it comes from
Also spectral torches are skeletal torches?