Reyder Axeman
November 24th, 2015, 17:20
The Fog of War, as currently implemented in FG, is simply a black overlay from which the GM periodically carves away sections as the players advance. It does it's job, but is neither efficient (the GM has to continually be updating it) nor particularly aesthetically pleasing (it can look *ugly* on occasion).
The incoming Tabletop Connect (a 3D interface for those who didn't try it) provides light around each character, light that fades out so that things fade to black as they get further away.
Now, I realize that *at the moment* adding all of the extra code and processing to provide LoS and such is not going to happen. However, there is, I think, a useful alternative....
The following are in order of what I think can be sequentially accomplished to provide a better (and potentially scarier) environment for our characters.
Preliminary - for open / daylight areas the GM turns off Fog of War, everything's visible to everybody. For underground / night areas, the GM turns it on, everything's black.
1) Each character is given a visibility range. Whether this is due to special eyesight, or torches, or whatever is unimportant.
All players can see all character visibility areas, no matter where. No LoS limitations.
Simple calculations whereby a 20' circle (or 30', 40', whatever) is drawn around a character when the character's put down. This does not update while moving the character, so the players can't simply sweep their characters across the map to see what's there; they have to advance pretty much only as far as they can see.
(Note: Circle, not 20' movement range. No need to calculate based on squares or hexes, just draw a circle and reveal what's under it. Might be able to do it with something as simple as an XORed overlay, then no calculation at all's needed.)
Opponents might or might not have light with them. If they do then players can see them and their immediate environs exactly as they can their allies. If they don't then players will only see them when / IF the opponent enters the visibility range of a character. Characters might have the extremely unpleasant result of orcs seeing and shooting at them while they can't see to fire back. (Playing P&P, I've killed characters this way because they had torches while the orcs or bandits didn't. Torches can be seen a long way in the dark.)
The GM can also place torch markers which provide areas of light. The only drawback would be that he'd have to place them when the group's fairly close, else they'd see them as soon as the game starts, no matter where they are on the board (no LoS, remember).
2) To each visibility circle, add a further 1/2 range of 50% grey. This allows getting a partial view of things further out. Things in this range would get a 50/50 miss chance when fired on by the characters. This doesn't need to be calculated by the program; I'm pretty sure the GM can decide if it's needed and do the one extra roll.
Still no LoS limitations; all players see all character visibility areas. And torch areas.
3) Add max visibility ranges. This is the range at which the torch / candle / bonfire / whatever can no longer be seen. This is not actually realistic, but allows the GM to put up torches and opponents and not have them seen half-way across the map. Again, these are displayed only when a character is put down within the range, thereby suddenly popping them into view.
4) Add LoS barriers.
This is when complex calculations become necessary. However, updating only when the character is put down will still ease the load. It is not something that has to be continuously calculated in real-time.
Summary: Characters see only 30/40/50 feet. They can also see everybody else's 30/40/50 feet because they can see by someone else's torchlight. If enemies have better visibility ranges, it's entirely possible to be ambushed in the dark and be unable to do anything about it except retreat under fire or charge blindly forward. Light spells and Dancing Lights will suddenly be in every mage's active spell list.
It's an idea.
The incoming Tabletop Connect (a 3D interface for those who didn't try it) provides light around each character, light that fades out so that things fade to black as they get further away.
Now, I realize that *at the moment* adding all of the extra code and processing to provide LoS and such is not going to happen. However, there is, I think, a useful alternative....
The following are in order of what I think can be sequentially accomplished to provide a better (and potentially scarier) environment for our characters.
Preliminary - for open / daylight areas the GM turns off Fog of War, everything's visible to everybody. For underground / night areas, the GM turns it on, everything's black.
1) Each character is given a visibility range. Whether this is due to special eyesight, or torches, or whatever is unimportant.
All players can see all character visibility areas, no matter where. No LoS limitations.
Simple calculations whereby a 20' circle (or 30', 40', whatever) is drawn around a character when the character's put down. This does not update while moving the character, so the players can't simply sweep their characters across the map to see what's there; they have to advance pretty much only as far as they can see.
(Note: Circle, not 20' movement range. No need to calculate based on squares or hexes, just draw a circle and reveal what's under it. Might be able to do it with something as simple as an XORed overlay, then no calculation at all's needed.)
Opponents might or might not have light with them. If they do then players can see them and their immediate environs exactly as they can their allies. If they don't then players will only see them when / IF the opponent enters the visibility range of a character. Characters might have the extremely unpleasant result of orcs seeing and shooting at them while they can't see to fire back. (Playing P&P, I've killed characters this way because they had torches while the orcs or bandits didn't. Torches can be seen a long way in the dark.)
The GM can also place torch markers which provide areas of light. The only drawback would be that he'd have to place them when the group's fairly close, else they'd see them as soon as the game starts, no matter where they are on the board (no LoS, remember).
2) To each visibility circle, add a further 1/2 range of 50% grey. This allows getting a partial view of things further out. Things in this range would get a 50/50 miss chance when fired on by the characters. This doesn't need to be calculated by the program; I'm pretty sure the GM can decide if it's needed and do the one extra roll.
Still no LoS limitations; all players see all character visibility areas. And torch areas.
3) Add max visibility ranges. This is the range at which the torch / candle / bonfire / whatever can no longer be seen. This is not actually realistic, but allows the GM to put up torches and opponents and not have them seen half-way across the map. Again, these are displayed only when a character is put down within the range, thereby suddenly popping them into view.
4) Add LoS barriers.
This is when complex calculations become necessary. However, updating only when the character is put down will still ease the load. It is not something that has to be continuously calculated in real-time.
Summary: Characters see only 30/40/50 feet. They can also see everybody else's 30/40/50 feet because they can see by someone else's torchlight. If enemies have better visibility ranges, it's entirely possible to be ambushed in the dark and be unable to do anything about it except retreat under fire or charge blindly forward. Light spells and Dancing Lights will suddenly be in every mage's active spell list.
It's an idea.