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  • Written by . Posted at 4:27 am on October 22nd, 2009

    Proof of concept of 2D real-time Field of View based on raycasting. What do you think?

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    21 comments.

    1. That’s crazy delicious


    2. I have made something similar 2 years ago for gusanos 3 arena – quake 3 arena mod for liero clone called gusanos.

      http://video.google.com/videoplay?docid=-8887229774634236389&ei=eiLgSvPGH8fJ-AbJiO28CA&q=gusanos+3+arena#


    3. shadows casted that way on dust/mist would look nice. btw it’s more like !fov in 2d


    4. I thought that you meant something like this… it’s really bad this way. Soldat has this working just fine. I don’t think that any player is interested in not knowing where he’s going or learning every map by heart.


    5. wesz: That’s great! How did it play, is it fun?
      This is still a concept cause I don’t know if its gonna be fun.


    6. Actually these aren’t shadows but it works on the alpha channel of the foreground. The foreground is all black. The video doesn’t really show what this technology does cause of the simple black graphics.


    7. MM: It’s one of the best thing you can do for 2d shooter to be more fun, more playable and more like 3d game, especially that link-dead will be tactical game about hiding and shit like that.


    8. Good Job Michal.


    9. Lookin’ really good.

      Hey, I think it would be better if you could see through the stairs, too. So at least see the entire room you’re in.


    10. To be honest, i think that’s rather annyoing, by changing so much in the gamer’s view you distract him.


    11. wesz: yeah but I’m not doing a 3d game because I’m not doing a 3d game. I don’t want to do it because 3d games have it. I want to do it cause this game might need it. I’m gonna test it for sure.


    12. I’ll second what Tenshi said otherwise it looks good.


    13. Real-time raycasting is also useful for collision detection with fast-moving projectiles and (evidently enough) shadows, among other things. Whether or not there will be 2D line-of-sight occlusion in the game, it’s an important technology to have in a game like LD.


    14. MM: I was thinking about something else when i wrote about similarity to the 3d games.

      Anyway, i think you should also test hiding everything behind player backs;p


    15. Look cool. The legs seem a little bit (only a little bit) out or proportion to me. Im not talking about the animation, just leg length. The animation is GREAT!


    16. Weez, that’s a fucking awesome idea. That would be so much more real and hella fun when you can sneak up on someone and knife them. (Or even funnier yet, attach a satchel charge to their back and sneak away. XD) The only thing is, is that the player would have to be able to turn around to look behind them without making noise, or they’re just dead giveaways. I always hate that in realistic games when turning around makes noise.

      Michal: Pretty impressive work there. I love how you can see in windows really quick as you fall to your death… always nice to have the ability to take out some douchebags before you die.

      This also makes me think of something else that would look cool in L-D. This isn’t something that is necessary or would need to be implemented now – but if it is possible through modding later on – X-Ray ability. It could be a temporary ability that you pick up and can use for a couple of seconds. Or the player could set up an emitter that lasts for so long and as long as the player is in the area – can switch to x-ray vision to see what is moving between the emitter and the player. I work with X-ray machines and radioactive isotopes at work, so I know how radiation works. It’s just like light, except invisible to the naked eye and much more penetrating than regular light (therefore also very harmful in high exposure).

      Nice thing about in-game use is that you’re killing your enemy anyway… and you can’t get cancer.


    17. It would be cool if a player could somehow hang under the ceeling in those dark corners and just fall on his prey quickli beheading it whith his knife or whatever.


    18. The animation is a little stiffer and more exaggerated than it ought to be, but not bad. However, this effect *is* quite pronounced when ascending steep inclines – staircases, for instance – where the player appears to be running ‘into’ rather than ‘up'; I trust you’ll develop a separate walk/run animation to address this?


    19. I love the idea because of it’s realism but it distracts me too much. Perhaps you could soften the edges around the effect and make staircase entry and such more gradual? I really want this to work but seeing as it will be rather omnipresent, I want it to look and feel good while still achieving the same effect. I guess you’ll just have to optimize before I can tell for sure.

      Great concept anyway, looks potentially fun.


    20. Profesh: Of course.
      NooMoahk: this is just a draft. I have ideas of making it much better.


    21. niko šveikovsky

      I always thought that Soldat’s realistic mode would be improved if the out-of-sight areas were shaded slightly. Perhaps only the out-of-sight yet open areas in LD could be slightly coloured? By that, I mean have a visual difference between out-of-sight positive space (walls) and negative space (fighting area). Sorry for the lack of clarity.


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