Rainy Weather

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killinkyle
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Rainy Weather

Post by killinkyle » 17 Jul 2016, 10:50

Summary (a quick, 2-3 sentence summary): It's a jungle planet, right? Where's the intense rain storms and humid weather, or damp ground etc etc...? I suggest Rainstorms as a possibility for the map whenever each new round hits- This way it doesn't have to be done halfway into the game or anything and gives it an interesting dynamic.

Benefits (How this will benefit the server and game as a whole): Rain would add an effective dynamic into the game, as well as some genuine fear and atmosphere. It adds an interesting RP dynamic while also giving some buffs to certain players- Namely the Aliens and Predators. You could make this as complex or simple as you want.

Details (Description of how you think this would work, the benefits, etc):

Simplistic
Rain on outdoor tiles, rain sounds.

Advanced
Rain on outdoor tiles lowers vision, Rain Sounds make it harder to hear screams of help or gunfire.

Extreme
Rain on outdoor tiles lowers vision, Rain Sounds make it harder to hear screams of help or gunfire, walking through "MudPit" tiles create a long line of brown footprints to follow, you can apply mud from Mudpit tiles to cloak yourself from Predators or reduce visibility range from Ayylmaos, running through the river has a chance to trip you up (Because it's moving with intensity now!). The longer you are out in the rain, the more uncomfortable your character gets which slightly reduces his speed, perhaps? (Can be fixed by wearing a Poncho that presumably would be on board the ship or ordered from Req)

Implementation (Optional, if you have an idea how to implement it): Uh... Coding magic? To be fair, my understanding of coding is very basic. But I believe our strong, amazing coding team can manage it!

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monkeysfist101
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Re: Rainy Weather

Post by monkeysfist101 » 17 Jul 2016, 12:16

We've discussed this in the past in dev chat, but the consensus was that we could either do it as a tile-by tile overlay (would add too many objects to the Lazarus map) or we'd add an overlay if you were standing outside (which would appear as either not raining outside if you were standing inside or vice versa.) Adding checks to dynamically see if the tile is inside our outside and modifying the overlay to match would put too much strain on the engine. More or less, we have a few ways and they both suck.
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SagaSword
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Re: Rainy Weather

Post by SagaSword » 17 Jul 2016, 12:56

monkeysfist101 wrote:We've discussed this in the past in dev chat, but the consensus was that we could either do it as a tile-by tile overlay (would add too many objects to the Lazarus map) or we'd add an overlay if you were standing outside (which would appear as either not raining outside if you were standing inside or vice versa.) Adding checks to dynamically see if the tile is inside our outside and modifying the overlay to match would put too much strain on the engine. More or less, we have a few ways and they both suck.
Yea. It would literally Fuck the server's connection Sideways for all i care =/
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lcass123
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Re: Rainy Weather

Post by lcass123 » 17 Jul 2016, 19:30

monkeysfist101 wrote:We've discussed this in the past in dev chat, but the consensus was that we could either do it as a tile-by tile overlay (would add too many objects to the Lazarus map) or we'd add an overlay if you were standing outside (which would appear as either not raining outside if you were standing inside or vice versa.) Adding checks to dynamically see if the tile is inside our outside and modifying the overlay to match would put too much strain on the engine. More or less, we have a few ways and they both suck.
Or just change the ground sprites in order to have basically no lag other than the initial texture set and then add in random puddles and stuff that spawn , if would be a bit gnarly to do the ground texture change but it's totally possible.

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MrJJJ
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Re: Rainy Weather

Post by MrJJJ » 27 Jul 2016, 08:18

Second option seems good enough for this bump

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KingKire
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Re: Rainy Weather

Post by KingKire » 01 Sep 2016, 09:37

+1. Im gonna rebump this, but with the thought that instead of rain, it might be more doable to do a fog layer which would add alot to the atmosphere. In my personal opinion, there should be some sort of trigger tiles placed in the map that when walked on tells the game to switch HUD overlays. Im not sure if thats a silly way to go about the whole thing but it sounds easier to execute.
Ex:
{A]

Steping on tile [A]results in turning on the Fog overlay for a player, Steping on Tile results in switching off the Fog/rain overlay.
Theres already a sound trigger that plays when a player enters too far into the jungle, i dont know if its using the same type of system or a diffrent kind.
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Sarah_U.
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Re: Rainy Weather

Post by Sarah_U. » 01 Sep 2016, 22:12

What about sending the data to the client with which tiles are raining on and telling him to update it himself, possible? YOu could potentially also use the 2nd method where you give an overlay and when inside use the 1st to increase the realism. (Just makes it weird when looking INSIDE)...

Although you can always place decals on windows like water pouring down so people would get a 'vibe' and it'd look incomplete.
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Re: Rainy Weather

Post by Snypehunter007 » 11 May 2017, 10:12

Invalid due to LV being taken out of rotation.

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