Count my ums and ahs, haha! Also even after I credited everybody, I stilled missed my girlfriend’s name somehow: Dusty Melling. View the Credit & Thanks page to see everybody that helps out on Wayward currently.
Month: April 2013
Inspiration Time: Line of Sight/Fog of War
There’s been quite a mixed opinion on line of sight and fog of war in Wayward. And while my screenshot wasn’t 100% there visually, it still illustrated a solution to a new issue. Most grid/tile/turn-based games have some form of line of sight and fog of war present. Don’t believe me? Take a look through the gallery below:
All of these games employ this model:
Fog of War
Tiles you’ve never seen; they are black and completely hidden. After seeing them, the tile will be revealed along with any object on them.
Line of Sight
Tiles and objects you can see within your realistic vision. Ones you cannot see (but previously revealed) are a slightly darker shade, visualizing that you can’t see them. NPCs are hidden, although most games will show items even out of line of sight as long as you revealed them previously. Some games instead of hidding NPCs will make them transparent to show you where they were “last seen”, kind of like a memory buffer.
So what’s different in Wayward? Well, in the screenshot I shared, the line of sight looked more like fog of war – it was way too dark. Also, most graphical games employ some type of dithering, blurring or gradient effect to these elements so it looks better visually. I’m not sure if that one is realistic to implement quite yet – but we are still working on it.
Part of the Wayward philosophy is allowing players to play how they want to play, so of course if there enough force against these features, I may consider adding it as a mod, or adding it as a mod to remove – depending on which side the the player-base is split.
Original Image Locations:
X-COM: UFO Defense, Brogue, Dungeons of Dredmore, Monaco, Project Zomboid, ToME4, Doom, the Roguelike
Wayward Developer Log #9 – Beta 1.1 & 1.1.1
In this video I catch up to talking about versions 1.1 and 1.1.1. This is probably old news to most people that read the blog although I talk a bit about the progression of the Wayward project in general as well.
Screenshot Saturday: Line of Sight
This week we have been playing with line of sight. With the inclusion of fullscreen display, we find players can now see unrealistically out of view to a point where it’s kind of ridiculous. It also ruins some gameplay elements like being able to avoid monsters incredibly easy or seeing every resource in one view – it kind of destroys some immersion and exploration, a pretty integral part of Wayward.
While line of sight fixes this to an extent, adding back in that precious immersion, it also adds in another element: atmosphere with a hint of eeriness. Each tile has a line of sight flag. For example, you can’t see past trees or rocks, but you can see through bare trees just fine.
You may also notice something different about forests in this shot. They are much easier to navigate through, bare trees are more common and the forest floor is now peppered with saplings.









