ID:152054
 
OK here is my question Im doing some remapping to my game and im wondering if a roof that vanishes when a mob enters a room is a good or a bad thing? I understand that there is a realistic point to it but the roof icons make the building seem ugly and unprofessional but then again shouldent players automaticly assume that there is a roof there even though they cant see it????

Any feedback would be a great help
Wrath69 wrote:
OK here is my question Im doing some remapping to my game and im wondering if a roof that vanishes when a mob enters a room is a good or a bad thing? I understand that there is a realistic point to it but the roof icons make the building seem ugly and unprofessional but then again shouldent players automaticly assume that there is a roof there even though they cant see it????

Any feedback would be a great help

Don't make it vanish.. Make it a little transparent. ;)
Just make a good-looking roof.

I personally prefer to simple alternative of little buildings that teleport you to a room when bumped into. It's a lot less troublesome.
In response to CaptFalcon33035
Less flexible and realistic though. A lot of games do this, but I don't like the unrealism. Like, if you do it properly and not teleporting away to an "interior" you could use the Kaioken technique and bring down the wall to make a hole in the room etc and stuff (:D).

Seriously though. If you've played GTA: Vice City and San Andreas - they're 3D games so it doesn't load the interior until you come into it, but that's off the point- in Vice City the interiors are where they are supposed to be on the map, so after you enter one you can see the outside from the window of the building and shoot people from the door, etc, and it feels and looks really nice. In SA they changed it and the interiors are located somewhere high in the air, the windows and doors are closed and you can't interact or even see the outside, which was a pretty big downgrade for me.
Also, in VC cops would follow you inside interiors, but in SA they leave you alone in them. But that's almost completely unrelated here.
In response to Kaioken
Kaioken wrote:
Like, if you do it properly and not teleporting away to an "interior" you could use the Kaioken technique and bring down the wall to make a hole in the room etc and stuff (:D).

You can do that without roofing--just a little clever programming. I do see what you're saying, though. I think it's something to do with being able to see outside?
In response to CaptFalcon33035
Either way it all depends on what you want to do with your game. Some games aren't ever going to need to let players destroy walls, and some games will be based around doing things like that.
In response to Foomer
Of course! That's why Kaioken threw his idea out there!
In response to CaptFalcon33035
Yeah, bad example but I just wanted to use my keyname somewhere ">_>, you could still manage that particular one if you did things properly. I mean, if you make the interior by teleportation to a far away/separate place, it's hard to make more complex interaction with the outside, you can't see it either, which can ruin immersion and feel unnatural. Though like Foomer said, it can depend on your game, though this is my opinion about it generally. If one has a specific reason to do things one way, then he can go ahead.

There are more disadvantages, though. For example, if you have a proc that checks for mobs in a certain range, it won't work properly because it won't find the mobs "inside" the house, even if it uses a large range centered just outside the door, etc. You could somewhat account for this by making the proc capture doors and then check where they teleport to, etc, but it'll just become a mess anyway.
Also, if you have a system or anything (even a Who() verb) that checks in which region players are, it could make it not work properly either. Like triggering nearby /areas and whatnot.
Naturally though, not all games will necessarily have systems/checks like these either, but it's worth mentioning.