jorb wrote:Trees are relatively small because of constraints of perspective, and such. Our experience was that in the godly ortho cam which the Gods intended, larger trees -- and they were originally much larger -- took too much screenspace, and made navigation difficult.
As pointed out in the "plans for 2018" thread, if modular and non-instanced buildings are being worked on/thinked about, I assume you and loftar are probably also thinking about partially hiding objects/object translucency - right?
I mean, otherwise navigating multi-story buildings like Towers would be impossible - and houses wouldn't be able to have roofs.
Ideally - I imagine - buildings would work on a dynamic, "The Sims-like" scheme in which you see the full house but once through the door you only see the back walls and no ceiling, etc, etc.
If that is something that will perhaps be implemented, the same kind of dynamically-hiding-stuff tech could be applied to tree foliage, allowing for better view behind trees/objects (and, as such, possibly larger and lushier trees)
And finally - as a sidenote - perhaps working some constraints and maybe (maybe...) fog would also allow for a more flexible camera - not bad cam per se but definitely one that is less constrained and can be used to navigate properly in the middle of cliffs, objects, etc.
Anyway - just some random thoughts that will hopefully add to the sparks of new ideas
