Object hiding and a see through system

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Object hiding and a see through system

Postby ghozzd » Tue Sep 18, 2018 10:17 pm

Today i thought: what is the reason behind players using object hiding in custom clients? The first answer that comes to mind is quite elegant: you cannot see shit.

Now what are the possible ways of solving the problem without accusing custom client users of cheating and having community split into default client masterrace and custom client scumbags and peasants aka 95% of playerbase?
As i see it we should somehow make objects that our character is implied to clearly see be visible behind nature barriers which are also referred as useless shit that obstucts everything on the screen.

If you carefully look at wording than my suggestion is kinda visible behind a "visible behind" collocation (my vocabulary isn't that big). Well at this point i cant postpone it anymore - i think we should have a "see through" mechanic in the game.

I imagine it as a bubble of transparency around your character, curiosities, wildlife (INCLUDING hostile mobs), and any other actually useful objects, that may be obstructed by other less useful objects, like trees, houses, wall, etc. Since spinning a cam like a madman and getting dizzy trying to find the stuff hiding behind a foliage is a hell of experience, we might actualy enjoy haven and hearth's beautiful scenery and still see all the things we want with this great feature. Also it would be fun if transparency-bubble-culling-cylinder-or-something-thing would actually show us insides of an objects, like year rings inside the trees, the all-consuming black void inside the houses and other fun stuff. Maybe we can even use it to find hidden curiosities literally inside the trees, which could be retrieved with an axe.
Also the transparency bubble can work like in diablo 2 (i believe it does it this way in diablo but i couldn't find any screenshots of it, if you know what i'm talking about post pics in the comments), just making a radial gradient of transparent pixels on view obstructing objects.

Or you can just make the objects transparent themselves(but not invisible), which is way simpler but less fun.

There is also another issue which i want to adress. Clearly when you stay behind a tree or a house you should have an idea where it's hitbox is, e.g. a tree gets transparent or culled, but you still see its foundation - its stump. The stumps should be remodelled in a way that they represent their hitboxes precisely, no matter from which horizontal angle you look at them, so the highest part of a stump is actually the border. This will help people in combat when they want to move efficiently - they dont need to hide model of a stump to see its hitbox - the stump model already shows its hitbox. Maybe that means stumps will become really short or smth. Maybe it's already this way i didn't actually test it.

If a curiosity is present on the screen - the character already sees it, that's the rule set by game itself. Why should we be not able to see it too?
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Re: Object hiding and a see through system

Postby Ardennesss » Tue Sep 18, 2018 11:14 pm

ghozzd wrote:what is the reason behind players using object hiding in custom clients?

Hiding the gob from ever loading also reduces the client load making the game run faster. Hiding animals is the most obvious example of this.
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Re: Object hiding and a see through system

Postby ghozzd » Wed Sep 19, 2018 8:10 pm

Ardennesss wrote:Hiding the gob from ever loading also reduces the client load making the game run faster. Hiding animals is the most obvious example of this.


Well this is adressed by a client rendering rewrite, hopefully it will make things better.

Also i figured out fallout 1-2 have the example of what im talking about, here:
Image

I might also draw a picture of another possible implementation in the future.
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Re: Object hiding and a see through system

Postby Ardennesss » Wed Sep 19, 2018 10:34 pm

ghozzd wrote:
Ardennesss wrote:Hiding the gob from ever loading also reduces the client load making the game run faster. Hiding animals is the most obvious example of this.

Well this is adressed by a client rendering rewrite, hopefully it will make things better.

I can almost promise you it won't. I'll still hide anything on my screen that I don't feel is necessary to improve performance.
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