Make night darker, twilight warmer
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Re: Make night darker, twilight warmer
Patches are always welcome!Crow_T wrote:bumbadadabum do you think adding saturation and lightness sliders would be helpful in this based on fiddling with RGB sliders? I wonder how difficult that would be codewise- I feel users could do some more stuff with those controls (dream sequences, flashbacks, petrifying parts of maps, etc.).
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: Make night darker, twilight warmer
Me too!Crow_T wrote:I was just thinking of this thread about 15 min ago
I think this feature would be nice to have, and it has been discussed in #wesnoth-dev as well. Perhaps it will get coded in the near future. No promises, though.bumbadadabum do you think adding saturation and lightness sliders would be helpful in this based on fiddling with RGB sliders? I wonder how difficult that would be codewise- I feel users could do some more stuff with those controls (dream sequences, flashbacks, petrifying parts of maps, etc.).
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
Re: Make night darker, twilight warmer
interestingbumbadadabum wrote:Hey everyone, I tried changing some more values, and this is what I've come up with so far (Regular, Summer and Winter schedules).
The best bet is your own, good Taste.
Re: Make night darker, twilight warmer
I was thinking about this for some time and I concluded that somehow... it doesn't look like night looks. Neither the original night, nor this improved night. I went outside, away from any artificial light at night several times and tried to describe how does it look.
So, the night doesn't look like this:
but rather like this:
I wonder if it would be possible to add colour saturation decrease (or just plain greyscale) and blurring to [time] schedules to make the nights more night-like.
The experiment:
Spoiler:
Spoiler:
Re: Make night darker, twilight warmer
As you said, nights are not grey, but very dark and almost black. The terrain you posted should thus look more like this:
Units should be darkened as well, since you cannot see people in dark forests at night at all. Maybe leave their eye glow in.
Dark Night
Spoiler:
UMC Story Images — Story images for your campaign!
Re: Make night darker, twilight warmer
Where did I say that?Crendgrim wrote:As you said, nights are not grey, but very dark and almost black.
How does this affect gameplay? You can still see everything if it's grey and a bit blurred. I didn't ask to automatically hide all units standing in forests at night (this can be already done as an ability anyway).Crendgrim wrote:... On a more serious note, this is where realism and gameplay clash. And gameplay > realism in all cases.
Re: Make night darker, twilight warmer
I'm sorry – I misread your post. In this case, replace "As you said" with "in my experience": At least in the forest at night I can see nothing if the moon isn't bright / hidden by clouds.Dugi wrote:Where did I say that?Crendgrim wrote:As you said, nights are not grey, but very dark and almost black.
For me, gameplay refers to more than just the mechanics of the game. It is the experience. And having washed-out, blurry graphics certainly distracts from this experience. It is not correct, just as the current style is not correct either. It is, however, looking worse due to the blurriness.Dugi wrote:How does this affect gameplay? You can still see everything if it's grey and a bit blurred. I didn't ask to automatically hide all units standing in forests at night (this can be already done as an ability anyway).Crendgrim wrote:... On a more serious note, this is where realism and gameplay clash. And gameplay > realism in all cases.
Looking at the mechanics alone, there's a further point to make here: If the landscape looks different at night, if only slightly, it makes it way harder to recognize which terrain you're looking at. For a strategy game, this is a no-go.
UMC Story Images — Story images for your campaign!
Re: Make night darker, twilight warmer
It'll never happen, but:
Dugi's idea of blurring the landscape could birth an interesting feature- giving chaotic units a better field of vision at night, while penalizing lawful units, and vice-versa. Basically a fog of war based on alignment and ToD.
Dugi's idea of blurring the landscape could birth an interesting feature- giving chaotic units a better field of vision at night, while penalizing lawful units, and vice-versa. Basically a fog of war based on alignment and ToD.
Re: Make night darker, twilight warmer
Is it possible right now for UMC to change the overlays that are used? I am assuming it must be yes, since you can add custom TOD's and presumably that allows you to select the overlay? The blur is probably not possible though, although it seems like a reasonable feature request to allow filters like that on the whole screen.
Somehow the general theme of mainline wesnoth is bright colors / cheery -- the night is a deep majestic blue, and even the skeletons are happy and laughing. It's of course not a game made for children but it is certainly family friendly.
It would amuse me if someone tried to use the wesnoth engine to make a horror-themed campaign, like Amnesia the Dark Descent or something -- that's what the grey & blurry night overlay reminds me of. Maybe realtime first-person point of view is necessary to get the best results in that genre though.
Somehow the general theme of mainline wesnoth is bright colors / cheery -- the night is a deep majestic blue, and even the skeletons are happy and laughing. It's of course not a game made for children but it is certainly family friendly.
It would amuse me if someone tried to use the wesnoth engine to make a horror-themed campaign, like Amnesia the Dark Descent or something -- that's what the grey & blurry night overlay reminds me of. Maybe realtime first-person point of view is necessary to get the best results in that genre though.
Re: Make night darker, twilight warmer
I don't think a blur is a good idea - it will be very exhausting on players' eyes.
Playing with desaturation might give some results though.
Playing with desaturation might give some results though.