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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
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0001254 | OpenClonk | Engine | public | 2015-01-26 22:40 | 2017-08-20 11:32 | ||||||||
Reporter | Sven2 | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | have not tried | ||||||||
Status | confirmed | Resolution | open | ||||||||||
Product Version | |||||||||||||
Target Version | 9.0 | Fixed in Version | |||||||||||
Summary | 0001254: Adjust default light range | ||||||||||||
Description | The current light penetration range into solid material has been toned down a bit too much. I think it should be lowered again, but the player should be able to carry a torch to increase it. I think we've balanced it around our hardest cave scenarios, which are not the norm. In most scenarios now the fog is hardly noticeable. | ||||||||||||
Tags | No tags attached. | ||||||||||||
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Newton (administrator) 2015-02-23 22:06 |
Didn't you change this already now? |
Sven2 (developer) 2015-02-23 22:23 Last edited: 2015-02-23 22:24 |
No, not yet. I'm still unsure because I don't want to make the game more difficult. It seems to be incredibly difficult already to play for newbies in the current version without lights. If we start hiding stuff even more they might be completely lost. |
Zapper (developer) 2015-02-27 07:43 |
But I guess much of the difficulty comes from not knowing what to construct, how the items/structures work etc? I don't think the main part of the (unwanted) difficulty comes from not knowing where the nearest gold vein is. |
Sven2 (developer) 2015-02-27 11:18 |
Yes that is true. Maybe it even gets easier because you see less clutter. If I reduce the light range, then at least I'll have to revisit the tutorials and first mission maps to ensure there is some ambient light around the important places to help guide the player. Anyway, I wouldn't regard this issue as release blocking. We can always reduce the light range later. |
Clonkonaut (developer) 2015-10-26 14:35 |
In order to make this work, different objects should have different light material penetration values. From what I observe, this isn't doable right now. Will set this to 8.0 |
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Date Modified | Username | Field | Change |
---|---|---|---|
2015-01-26 22:40 | Sven2 | New Issue | |
2015-02-23 22:06 | Newton | Note Added: 0003513 | |
2015-02-23 22:23 | Sven2 | Note Added: 0003514 | |
2015-02-23 22:24 | Sven2 | Note Edited: 0003514 | View Revisions |
2015-02-27 07:43 | Zapper | Note Added: 0003517 | |
2015-02-27 11:18 | Sven2 | Note Added: 0003518 | |
2015-10-16 00:33 | Sven2 | Target Version | => 7.0 |
2015-10-26 14:35 | Clonkonaut | Note Added: 0004031 | |
2015-10-26 14:35 | Clonkonaut | Status | new => confirmed |
2015-10-26 14:35 | Clonkonaut | Target Version | 7.0 => 8.0 |
2017-08-20 11:32 | Zapper | Target Version | 8.0 => 9.0 |