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	<title>Comments on: Fog of War in Link-Dead</title>
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	<link>https://mm.soldat.pl/development-log/fog-of-war-in-link-dead</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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		<title>By: Profesh</title>
		<link>https://mm.soldat.pl/development-log/fog-of-war-in-link-dead/comment-page-1#comment-176278</link>
		<dc:creator><![CDATA[Profesh]]></dc:creator>
		<pubDate>Tue, 05 Oct 2010 19:40:56 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1304#comment-176278</guid>
		<description><![CDATA[Have you considered a &#039;last known position&#039; mechanic à la Splinter Cell? Or a Link-Dead version of &#039;sonar vision&#039;, available only to certain classes whilst stationary?]]></description>
		<content:encoded><![CDATA[<p>Have you considered a &#8216;last known position&#8217; mechanic à la Splinter Cell? Or a Link-Dead version of &#8216;sonar vision&#8217;, available only to certain classes whilst stationary?</p>
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		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/fog-of-war-in-link-dead/comment-page-1#comment-176205</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Tue, 05 Oct 2010 10:09:35 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1304#comment-176205</guid>
		<description><![CDATA[My idea, which can be seen in the video I posted, was that interiors of buildings would have FOW but outside everything would be normally visible. This mixed solution is interesting, I&#039;ll consider it some more.]]></description>
		<content:encoded><![CDATA[<p>My idea, which can be seen in the video I posted, was that interiors of buildings would have FOW but outside everything would be normally visible. This mixed solution is interesting, I&#8217;ll consider it some more.</p>
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	<item>
		<title>By: HT&#124;</title>
		<link>https://mm.soldat.pl/development-log/fog-of-war-in-link-dead/comment-page-1#comment-176186</link>
		<dc:creator><![CDATA[HT&#124;]]></dc:creator>
		<pubDate>Tue, 05 Oct 2010 06:12:27 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1304#comment-176186</guid>
		<description><![CDATA[In response to Curt:

I was thinking maybe LD could have the &quot;default&quot; options in favour of a more realistic game (i.e, with FOW enabled and most of the other realism server settings by default), this way the game can only get more soldat like the further you stray from the vanilla LD servers.  So instead of making the effort to learn to play the &quot;R/S&quot; style games, you already have those skills and then there might be a proportionally smaller number of servers with the realism settings relaxed.  Kind of the opposite of Soldat in that light.]]></description>
		<content:encoded><![CDATA[<p>In response to Curt:</p>
<p>I was thinking maybe LD could have the &#8220;default&#8221; options in favour of a more realistic game (i.e, with FOW enabled and most of the other realism server settings by default), this way the game can only get more soldat like the further you stray from the vanilla LD servers.  So instead of making the effort to learn to play the &#8220;R/S&#8221; style games, you already have those skills and then there might be a proportionally smaller number of servers with the realism settings relaxed.  Kind of the opposite of Soldat in that light.</p>
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		<title>By: Marc McMillon</title>
		<link>https://mm.soldat.pl/development-log/fog-of-war-in-link-dead/comment-page-1#comment-176174</link>
		<dc:creator><![CDATA[Marc McMillon]]></dc:creator>
		<pubDate>Tue, 05 Oct 2010 01:30:22 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1304#comment-176174</guid>
		<description><![CDATA[Cool, really like the concept.

Not being able to see through the staircase really limits your vision... not sure about that part. People can juz camp on the other side of the stairs and blow you away with a shotgun.

I think the FOG should be feathered (slightly transparent and blended in) on the edges so they can&#039;t immediately appear and disappear behind the FOG]]></description>
		<content:encoded><![CDATA[<p>Cool, really like the concept.</p>
<p>Not being able to see through the staircase really limits your vision&#8230; not sure about that part. People can juz camp on the other side of the stairs and blow you away with a shotgun.</p>
<p>I think the FOG should be feathered (slightly transparent and blended in) on the edges so they can&#8217;t immediately appear and disappear behind the FOG</p>
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		<title>By: Andrew</title>
		<link>https://mm.soldat.pl/development-log/fog-of-war-in-link-dead/comment-page-1#comment-176172</link>
		<dc:creator><![CDATA[Andrew]]></dc:creator>
		<pubDate>Tue, 05 Oct 2010 01:17:33 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1304#comment-176172</guid>
		<description><![CDATA[Perhaps instead of a fog of war; just have a few very dark places for example that require light to see who&#039;s coming.

That way someone could literally opt to hide in the shadows and they will see others coming (due to their torch/flashlight) but you could turn yours off.]]></description>
		<content:encoded><![CDATA[<p>Perhaps instead of a fog of war; just have a few very dark places for example that require light to see who&#8217;s coming.</p>
<p>That way someone could literally opt to hide in the shadows and they will see others coming (due to their torch/flashlight) but you could turn yours off.</p>
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		<title>By: Underline</title>
		<link>https://mm.soldat.pl/development-log/fog-of-war-in-link-dead/comment-page-1#comment-176166</link>
		<dc:creator><![CDATA[Underline]]></dc:creator>
		<pubDate>Mon, 04 Oct 2010 23:45:54 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1304#comment-176166</guid>
		<description><![CDATA[FOW should be MAP and REGION specific. There are some parts of the map that the Mutants cant see the Ubermen and vice verse. Night maps should have Fog of War too.
This solution is better imo because it mix both solutions (with fow and without) and add more strategy deep to the game, like: Im in this place where the enemy cant see me, so i can make my defense or step to the next place where i can enter the enemy base to make an ambush.
You also can add random rain, and when its raining, the enemy cant see each other because of the fow.]]></description>
		<content:encoded><![CDATA[<p>FOW should be MAP and REGION specific. There are some parts of the map that the Mutants cant see the Ubermen and vice verse. Night maps should have Fog of War too.<br />
This solution is better imo because it mix both solutions (with fow and without) and add more strategy deep to the game, like: Im in this place where the enemy cant see me, so i can make my defense or step to the next place where i can enter the enemy base to make an ambush.<br />
You also can add random rain, and when its raining, the enemy cant see each other because of the fow.</p>
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		<title>By: proxy</title>
		<link>https://mm.soldat.pl/development-log/fog-of-war-in-link-dead/comment-page-1#comment-176154</link>
		<dc:creator><![CDATA[proxy]]></dc:creator>
		<pubDate>Mon, 04 Oct 2010 22:17:51 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1304#comment-176154</guid>
		<description><![CDATA[add a ingame teamspeak system]]></description>
		<content:encoded><![CDATA[<p>add a ingame teamspeak system</p>
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		<title>By: Tenshi</title>
		<link>https://mm.soldat.pl/development-log/fog-of-war-in-link-dead/comment-page-1#comment-176151</link>
		<dc:creator><![CDATA[Tenshi]]></dc:creator>
		<pubDate>Mon, 04 Oct 2010 21:46:11 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1304#comment-176151</guid>
		<description><![CDATA[Hey MM, I love FOW, but I also love seeing the enemy and adjusting my actions accordingly. In my opinion it&#039;s okay if it&#039;s not a default option, but please make it optional someday, especially for map makers to play with.

For example you could allow the mapmaker to, say, make &quot;hunter&quot;-players, like the ubermen, have fog of war, while &quot;hunted&quot;-players, like the mutants, don&#039;t. In this case the mutants would have to be nerfed a bit, since they would have a great advantage, but it would allow them to ambush and plan attacks on the uebermen much more effectively. 

Other ideas for mapmakers would be for all players to have FOW at the beginning, but if they accomplish something specific, they get it turned off for a while... (maybe a hacker&#039;s goal?). Or the mapmaker enables FOW inside buildings, but not outside. I think these are all aplications of the FOW that differentiate Link Dead remarkably from any 2D or 3D game, since neither have had these options or these broad possibilities. But I&#039;ll leave these ideas open for the future.]]></description>
		<content:encoded><![CDATA[<p>Hey MM, I love FOW, but I also love seeing the enemy and adjusting my actions accordingly. In my opinion it&#8217;s okay if it&#8217;s not a default option, but please make it optional someday, especially for map makers to play with.</p>
<p>For example you could allow the mapmaker to, say, make &#8220;hunter&#8221;-players, like the ubermen, have fog of war, while &#8220;hunted&#8221;-players, like the mutants, don&#8217;t. In this case the mutants would have to be nerfed a bit, since they would have a great advantage, but it would allow them to ambush and plan attacks on the uebermen much more effectively. </p>
<p>Other ideas for mapmakers would be for all players to have FOW at the beginning, but if they accomplish something specific, they get it turned off for a while&#8230; (maybe a hacker&#8217;s goal?). Or the mapmaker enables FOW inside buildings, but not outside. I think these are all aplications of the FOW that differentiate Link Dead remarkably from any 2D or 3D game, since neither have had these options or these broad possibilities. But I&#8217;ll leave these ideas open for the future.</p>
]]></content:encoded>
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	<item>
		<title>By: toothy</title>
		<link>https://mm.soldat.pl/development-log/fog-of-war-in-link-dead/comment-page-1#comment-176137</link>
		<dc:creator><![CDATA[toothy]]></dc:creator>
		<pubDate>Mon, 04 Oct 2010 20:04:52 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1304#comment-176137</guid>
		<description><![CDATA[wouldn&#039;t it be cool to simply make a map which is almost completely covered with fog more in some areas and less in others so to see another play you must be very close. also (this is completely irrelevant) would you ever plan on creating background animations such as leaking water/steam from pipes and flashing emergency lights etc..]]></description>
		<content:encoded><![CDATA[<p>wouldn&#8217;t it be cool to simply make a map which is almost completely covered with fog more in some areas and less in others so to see another play you must be very close. also (this is completely irrelevant) would you ever plan on creating background animations such as leaking water/steam from pipes and flashing emergency lights etc..</p>
]]></content:encoded>
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		<title>By: FinDude</title>
		<link>https://mm.soldat.pl/development-log/fog-of-war-in-link-dead/comment-page-1#comment-176113</link>
		<dc:creator><![CDATA[FinDude]]></dc:creator>
		<pubDate>Mon, 04 Oct 2010 16:18:18 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1304#comment-176113</guid>
		<description><![CDATA[What I were going for there, was that when your opponents movements are hidden. Or your own actions. It just isn&#039;t the same.
Oh he&#039;s flanking me. Spam grenades.

It&#039;s lacking the &quot;delay&quot; to information, seeing what he is doing all the time, as opposed to seeing him do something, and realising that he had to do something to achieve that before hand, out of sight.]]></description>
		<content:encoded><![CDATA[<p>What I were going for there, was that when your opponents movements are hidden. Or your own actions. It just isn&#8217;t the same.<br />
Oh he&#8217;s flanking me. Spam grenades.</p>
<p>It&#8217;s lacking the &#8220;delay&#8221; to information, seeing what he is doing all the time, as opposed to seeing him do something, and realising that he had to do something to achieve that before hand, out of sight.</p>
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