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Thread: What are you making?

  1. #1926
    Registered: Aug 2004
    Thanks, henke. Yeah, there's a chance each move that a cloud (or any wind-borne object) goes one hex off from the prevailing wind direction. I dunno, I prefer it this way? The minimum 60 degree turn is a bit distracting, I agree, but having all the clouds move in a straight line without spreading out/diffusing/billowing looks unnatural, IMO. It would also mean that fires only spread in one direction instead of expanding as they go.

    Do you think it would help to smooth out the turn or something?

    Random debugging woes: I've been trying to figure out why the smoke cloud at the top vanishes without fading out first. I put in some debug info and poked around and was able to solve a different bug (the one near the middle where a cloud "pops" back in for a single frame after fading out), and now I can't explain or replicate the "disappearing without fading" bug. Hmm. Maybe it's gone. Or maybe if I took some more video...
    Last edited by Pyrian; 13th Sep 2017 at 01:49.

  2. #1927
    Registered: Aug 2004
    Alright, time for some transition prototypes. These are strictly quick prototypes, any "real" versions would be hand-painted, smoothed out, and varied instead of copy-pasted. Also, no shorelines yet.

    Here's a section in the game as-is:

    In this approach, border hexes get some bits of rock or grass from adjacent hexes all throughout the hex. The direction of adjacency is ignored:

    Here, the approach is similar but the direction of adjacency is taken into account:

    Finally, in this prototype, we're smoothing out the corners when two hexes are the same but the third is different, reducing the jaggedness of "straight" lines:

    I would really appreciate any opinions on which approaches you think work best! Thanks.

  3. #1928
    Third one looks more natural to me.

  4. #1929
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Yeah, the one with adjecency taken into account looks alright.

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