
This rocketed up so fast.
Dragonphire said:
i didn't see anyone really illustrate this but the biggest part of this for me would be player interaction. What happens if the token is under an object on the foreground.
I think some people have mentioned the example of a roof of a building. So here is what i would like to see, using an example of a player approaching and then entering a building with the front door left open. This is a daytime setting so the light is global but take that away and use dim light settings to get a varying degree of transparency.
Normal view without dynamic lighting.
Player enters map, can see that the front door is open.
Player enters the doorway.
Dragonphire said:
i didn't see anyone really illustrate this but the biggest part of this for me would be player interaction. What happens if the token is under an object on the foreground.
I think some people have mentioned the example of a roof of a building. So here is what i would like to see, using an example of a player approaching and then entering a building with the front door left open. This is a daytime setting so the light is global but take that away and use dim light settings to get a varying degree of transparency.
Normal view without dynamic lighting.
Player enters map, can see that the front door is open.
Player enters the doorway.
This isn't the appropriate forum for asking that sort of question. I'd suggest posting in the General On-Topic forum.Paul S. said:
i just wanting to know if anyone thinks my map are up to par. this is the first part of a sewer dungeon map i made! what you all think?
Chell said:
So many gread suggestions... i wish i had more votes to throw around
Dragonphire said:
i didn't see anyone really illustrate this but the biggest part of this for me would be player interaction. What happens if the token is under an object on the foreground.
I think some people have mentioned the example of a roof of a building. So here is what i would like to see, using an example of a player approaching and then entering a building with the front door left open. This is a daytime setting so the light is global but take that away and use dim light settings to get a varying degree of transparency.
Normal view without dynamic lighting.
Player enters map, can see that the front door is open.
Player enters the doorway.
Andres G. said:
In my personal experience much of the issues I've had with rooftops, trees and the like can be solved with two different kinds of dynamic light settings:
A soft shadow type and a hard shadow type.
The soft shadow type doesn't cast a completely black shadow but rather transparent greyish color that "hides" anything on the tokens layer that it reaches in a similar way that the hard shadow one. The hard shadow would be pretty much what we have right now. This way you can still see the top of the column or tree blocking your sight (its only greyout out by the soft shadow) and still have a hard shadow for objects like walls or something.
Hope this gets added soon.
AG
Name/Title | Description | Ex 1: Weather | Ex 2: Hideouts/Maps | Ex 3: Self-modifying Maze |
zOrder | Allows foreground and layering (post 1241955/sub 1344399) | Weather layer is on top | Roofs are beneath weather layer | which layer is above background and affecting player movement |
Opacity | to assign transparency | Make black clouds highly see through so they appear to be shadows | Dust and dirt over everything? | Visual indicator a trap exists for for non-narrative role-play games without having to modify by image editor |
Visible by players (or specific player) | Additional GM layers. Preplanned changes to environment. Remove roof because PC enters | Drastic weather changes caused by PC or GM. | Reaching The player rolls camouflage or casts concealment hiding it from other players. | Several layers that each contain just walls or traps. Swapping visibility between these layers shifts multiple walls and traps |
Editable By | To assign who, besides GM, can modify | PC casts control weather. | Be it a hideout cave or vehicle, why can't the PC set it up the way they want it to look. Provides ownership and immersion for PC | NA |
Displacement | Collection of 3 variables, an X speed, Y speed, & interval. After "interval" has elapsed it adjusts the layer position by the values "X" and "Y". Mutually exclusive to Static | Weather moves across the PCs map. Wind gusts cross the screen. | NA | Creative map makers could make walls appear and disappear on an interval |
Static | Create a layer that is always on top, does not scroll. Think HUD. Mutually exclusive to Displacement | Add dramatic tension. Keep useful data onscreen at ALL times. | ||
Use for Dynamic Lighting + Line of Sight still hidden. | Instead of players having to move maps or zOrder for paid accounts. They can assign a layer to reveal through. | NA | NA | NA |
Andrew said:
Dragonphire, what you are suggesting is using the dynamic lighting layer as a masking layer for the foreground layer. It's a cool idea, and would fall within the "Photoshop-like layers" idea.
The problem with something like that is that there would be no easy way for the dynamic lighting layer to know what roof you are in front of. If there was another roof of a building that was out of line of sight halfway across the map, it would be visible on top of the dynamic lighting layer, even though your character is technically unable to see it.
Siggan (Pontus E) said:
This was posted 9 months ago. Isn't it about time this gets implemented?
Andrew said:
So the layer order would be from bottom to top:
- Background Layer
- Token Layer
- Foreground Layer
- GM Layer
Name/Title | Description | Ex 1: Weather | Ex 2: Hideouts/Maps | Ex 3: Self-modifying Maze |
zOrder | Allows foreground and layering (post 1241955/sub 1344399) | Weather layer is on top | Roofs are beneath weather layer | which layer is above background and affecting player movement |
Opacity | to assign transparency | Make black clouds highly see through so they appear to be shadows | Dust and dirt over everything? | Visual indicator a trap exists for non-narrative role-play games without having to modify by image editor |
Visible by players (or specific player) | Additional GM layers. Preplanned changes to environment. Remove roof because PC enters | Drastic weather changes caused by PC or GM. | Reaching The player rolls camouflage or casts concealment hiding it from other players. | Several layers that each contain just walls or traps. Swapping visibility between these layers shifts multiple walls and traps |
Displacement | Collection of 3 variables, an X speed, Y speed, & interval. After "interval" has elapsed it adjusts the layer position by the values "X" and "Y". Mutually exclusive to Static | Weather moves across the PCs map. Wind gusts cross the screen. | NA | Creative map makers could make walls appear and disappear on an interval |
Static | Create a layer that is always on top, does not scroll. Think HUD. Mutually exclusive to Displacement | NA | Add dramatic tension. Keep useful data onscreen at ALL times | NA |
Use for Dynamic Lighting + Line of Sight still hidden | Instead of players having to move maps or zOrder for paid accounts. They can assign a layer to reveal through. | NA | NA | NA |
Epsilon R. said:
Also, what do you do if someone wants to get onto a roof?