Finishing touches to bring the world alive

I have intended to ask this for a while and watching the Homeworld trailer has reminded me.

By release do you intend to put little visual touches into the game to make the map feel a little more alive?

Examples might include:

- Occasional swirls of sand/snow on desert/snow maps. (I think Diablo 2 or 3 had the kind of thing I am talking about on the desert maps)

- Dust kicked up from the units themselves.

- Occasional bird of prey or flock of birds sometimes exiting trees when you go past or drifting across the map. They'd obviously be very small and non-interactable.

- Occasional deer running. Again, background, not actually interactable. Not expecting this one as you haven't done anything moving directly on the land yet.

That kind of thing, I am not expecting avalanches etc. as that would be a big thing I think. Just finishing touches. It would be nice to see a few of this kind of thing, imho anyway. 

- One extra one: Sometimes when doing lots of base blowing up there can be a bit of a haze to it, which I like, and perhaps in some of the deeper pits on the map too. Perhaps that sort of tech could be used to give certain low lying land a perpetual fog. Nothing too crazy, just a slight atmosphere thing. Depending on the tech, having a fight in it on a night map would look very cool.

Edit: I realise dust getting kicked up by units would be a major one and likely graphicly expensive. Or even cooler, the grass getting some kind of blown/flattened effect, something to show the units passage. One can dream :)

 

28,208 views 3 replies
Reply #1 Top

+1 for forests, dust/mist/fog in desert/snow/temperate landscapes, and most definitely night battles (this could look amazing with DX12 light sources).

 

In the assets/lighting folder, there are files labelled as Frozen_Day_LightEnv, Frozen_Night_LightEnv etc, this is an indication that they are working on implementing night at some point (or sneaking in red herrings to get nosey individuals like myself excited).

For the time being, if you are keen to play with the game files, editing the settings in the respective LightEnv.csv files that are referenced in the maps GraphicsSettings.csv can make the game feel like it is night-time.

 

Environmental aesthetics like this can help with bringing the game to life, and make it more immersive. It is not necessary for gameplay, but it has always made games feel more realistic and complete.

However, AotS does run into an issue with scale. The tier 1 units appear to be quite large. Using an 8km map as a reference measurement, the smallest units are around 30-40m. On a 1920x1080 screen, a 2-3m object (extremely large bird, or deer) would approximately be only 5-8 pixels wide blobs zoomed in, and would be less than half of a pixel wide zoomed out. Terrestrial wildlife might have slightly greater visual impact at higher resolutions like QFHD. The wildlife would likely be barely noticeable, or might just appear as a film-grain effect on the current average Joe's 1080p.

 

It is not clear what laws of imaginary physics the magical levitation pods on the sides of the hover craft adhere to. They may apply some quantity of 'negative gravity' against the planet, and have limited impact on low mass objects like grass/dust. Either way, the effect of pressure from the air displaced by their movement should in turn have some small effect. It would look nice to have the environment react visually to the units movements. Due to the immense number of units that may be present in this game, this may result in a significant performance loss.

Reply #2 Top

Quoting Moomo, reply 1

+1 for forests, dust/mist/fog in desert/snow/temperate landscapes, and most definitely night battles (this could look amazing with DX12 light sources).

In the assets/lighting folder, there are files labelled as Frozen_Day_LightEnv, Frozen_Night_LightEnv etc, this is an indication that they are working on implementing night at some point

Thanks for the file info but there are actually night maps in the game right now. There is not a day/night option but certain maps now are just night I think and are labelled as being night. I imagine there will be an option at some point but that is just a guess. Here is a cool screen shot made possible by the night map: http://images.akamai.steamusercontent.com/ugc/609476610127446289/1A26D354705163ED851AD4770EE538C2FDC7D7C1/

I think more can be done to add to the feeling of night and with cool lighting but will have to see what the devs are doing with that.

 

Quoting Moomo, reply 1

However, AotS does run into an issue with scale. The tier 1 units appear to be quite large. Using an 8km map as a reference measurement, the smallest units are around 30-40m. On a 1920x1080 screen, a 2-3m object (extremely large bird, or deer) would approximately be only 5-8 pixels wide blobs zoomed in, and would be less than half of a pixel wide zoomed out. Terrestrial wildlife might have slightly greater visual impact at higher resolutions like QFHD. The wildlife would likely be barely noticeable, or might just appear as a film-grain effect on the current average Joe's 1080p.

Yeah, I had thought of that stuff, though not done the maths :). I don't expect land creatures but birds in flight would be cool. I think a few games have done it, like the total war games. Small is okay and not to scale is also ok really. More about the impression of a living world. Especially when/if they do alien tile sets, just to throw in a few interesting little things would be cool. It is often little touches which give a game soul. Like multiple clicking on units in Warcraft games to get interesting reactions, building a palace in Civilization one, or the humour of the advisers in Civ 2.

Quoting Moomo, reply 1

It is not clear what laws of imaginary physics the magical levitation pods on the sides of the hover craft adhere to. They may apply some quantity of 'negative gravity' against the planet, and have limited impact on low mass objects like grass/dust. Either way, the effect of pressure from the air displaced by their movement should in turn have some small effect. It would look nice to have the environment react visually to the units movements. Due to the immense number of units that may be present in this game, this may result in a significant performance loss.

I don't know the science fiction behind it, and I realise they are a long way off the ground, but I think part of the charm/relatability of tracked/robotic units in RTS games is the visual evidence that it is moving, with tracks on the ground, or even exhaust fumes. I think it is one reason some people don't like all hover units as they can appear quite sterile in this regard. The most appropriate thing for this game would probably be some kind of air-shimming effect which intensifies when the units is moving and diminishes when it is stationary, for that all important visual cue to the player that the unit is off and obeying your command. If it were gpu expensive, and it could well be, then a toggle for it in the graphics settings menu might suffice. 

 

Another thing to add to the original list:

- Smoke coming off damaged units or buildings (easier to do on building I'd guess). TA had that and it worked well as a quick health check on the units and a plus for atmosphere.

 

Just as an addition, some people might think little touches like this are not so important. But I remember the days of many C&C clones and to some extent WarCraft 2 clones and one reason they never did so well is that they simply didn't have the character/charm and atmosphere of those games they tried to imitate from. (One reason is budget I know :) )

Reply #3 Top

I haven't played on all of the default maps, too busy screwing around with making my own and heavily modifying the game files.

It seems that coincidentally I had not played on any of the (10) night maps, or if I had I did not notice. The 'night' ambient light settings still looks quite bright (a very bright full moon).

Quoting Ticktoc, reply 2

...that all important visual cue to the player that the unit is off and obeying your command...

It would be nice if we could trust the units to do as we told (I am sure those bugs will all be resolved before release).

 

I would prefer visual smoke on damaged units/buildings over the health bars.