ArchDemons
ArchDemons
https://github.com/ArchDemons/Keeper/tree/newmaploader. Question about terrain height position. We have move down on TILE_HEIGHT. I think this is wrong. Why? Map have 3 levels: top, floor and under floor (combat pit, dungeon...
http://www.gamasutra.com/blogs/SundaramRamaswamy/20161117/285708/Efficient_Field_of_View_and_Line_of_Sight_for_strategy_games.php some interesting link
About color filter... It's not exactly a color filter. That is a render effect [Color Grading](https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/ColorGrading/index.html) or worse [Post Process Materials](https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/PostProcessMaterials/index.html)
I know how to reduce the viewport, but is it really needed? Better made fade in and fade out effect for cinematic
[Frustum Culling](http://www.flipcode.com/archives/Frustum_Culling.shtml) + [Quadtree](https://en.wikipedia.org/wiki/Quadtree) help us.
I found only 2 working camera settings. In main menu and in game. Perhaps other not used (not tested in mpd) at all.
I am about black plane tiles: Conceal and Reveal. Maybe this is rectangle over all map with black color texture. Exploring of a region change transparent state of this texture...
I vote for multiple overlaid layers with an alpha channel image
I think we need to make the profiles system. Each profile stores they settings and progress of passage. All modern games do so
The visual part is made entirely