Fog of Overworld

Auto Fire is continuing to look better these days.   I got rid of the object-based fogging and returned to the old-school concept of putting a 2D plane between the camera and the world.  You’d think it would look obvious but with a little fancy math I can scale and position the plane so that users are (more or less) none the wiser.  I was able to add some perlin noise and give the fog two colors (defined per map) that makes everything smoother and more pro.

I put more effort into the overworld as you can see above.  Those roads are generated now, as well, followed by a smoothing step that places the correct road tiles in the correct locations. There are still a few specific intersections that I neglected to create tiles for (mostly diagonals to other diagonals) but the overworld is now guaranteed passable and locations have roads between them.   The roads make the overworld far more simple to navigate and find out-of-the-way locations.

I still have to finish off some of the world connections and then optimize the hell out of the world generation (currently coming in at 15 seconds) but it should be pretty quick and easy to trim all the low-hanging fruit (I don’t cache the passibility of each tile yet when calculating paths for example).  Always more to do…

 

 

 

Leave a Reply

Your email address will not be published. Required fields are marked *