Candle

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EJlol
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Candle

Post by EJlol » 29 Jun 2008, 14:47

It can be used as a quest item, or as item you need to have to go in certain caves. anyway IMO it's certainly not a monster drop:
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Re: Candle

Post by Shaili (a.k.a. tds) » 29 Jun 2008, 15:21

Definetly a good inventory icon. But I have no ideas for using it
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Re: Candle

Post by Shaggy » 29 Jun 2008, 17:49

Shaili (a.k.a. tds) wrote:Definetly a good inventory icon. But I have no ideas for using it
Surely, it could have a use in a cave, or something
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Re: Candle

Post by Rotonen » 29 Jun 2008, 18:31

As most of our submissions, suffers a bit from the scale decisions made by the artist.

If it would be thicker, you could fit in a lot more detail in there without making it look clumped or crowded for its size.
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Re: Candle

Post by EJlol » 29 Jun 2008, 19:04

second try:
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Re: Candle

Post by Booty » 30 Jun 2008, 14:03

When I first saw the cave lamps I immediately thought of Link and the lantern.

Perhaps there can be pitch black maps that can only be seen if lit up. How to implement this I have no idea, there are plenty of ways to make the screen black but to have it only reveal in certain areas, I can't think of an easy fix for that.

I would go further and say that if using the lighting device make it equipped in the weapon slot so that the torch bearer needs to be defended. In fact maybe a torch would be better, that would be a great weapon and it could be able to be depleted weapon if there is a fuel requirement fed buy the missile (arrows) slot.
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Crush
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Re: Candle

Post by Crush » 30 Jun 2008, 14:30

The biggest problem with darkness is not the graphical representation but rather making it cheat-proof. You can not rely on the client to hide any information from the player, because the player has control over the client.
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Re: Candle

Post by Jaxad0127 » 30 Jun 2008, 16:19

Crush wrote:The biggest problem with darkness is not the graphical representation but rather making it cheat-proof. You can not rely on the client to hide any information from the player, because the player has control over the client.
The server could only send information if a candle is present. Or restrict it to a smaller area than normal, unless they have a candle and then you see the normal area (maybe a bit smaller/larger).
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Re: Candle

Post by Booty » 01 Jul 2008, 02:05

jaxad0127 wrote:
Crush wrote:The biggest problem with darkness is not the graphical representation but rather making it cheat-proof. You can not rely on the client to hide any information from the player, because the player has control over the client.
The server could only send information if a candle is present. Or restrict it to a smaller area than normal, unless they have a candle and then you see the normal area (maybe a bit smaller/larger).
Hmm I was concerned about cheating too, but something not being cheat proof isn't a reason to not put it into a game. The information restriction a good idea, of course people can still just look at the maps but they wont necessarily know if there are monsters until they get hit.
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Re: Candle

Post by Angeliex » 01 Jul 2008, 02:16

Player without candle is on map 1. Player with candle is on map 2.

Map 1 is only a vector layer and blackness.

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Map 2 is a normal cave with lighting effect like the mines.

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When entering the cave players without candles get send "You hear nothing but darkness..." to cover the map 1 - map 2 chat relation. And players with candles get sent to map 1, they light their candle then go to map 2.
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Rotonen
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Re: Candle

Post by Rotonen » 01 Jul 2008, 02:42

Yes, technically we can implement it foolproof by just limiting the visibility range of a player serverside and have the client barely visualize it somehow.

Just try to keep the tech stuff out of this thread: it's about the pixellation of the candle. If you think this needs discussion beyond this, make a separate thread for it.

So how about posting the thicker candle I already saw on IRC?
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Re: Candle

Post by EJlol » 01 Jul 2008, 08:15

Rotonen wrote:So how about posting the thicker candle I already saw on IRC?
Image
Done.
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Re: Candle

Post by Crush » 01 Jul 2008, 12:41

Booty wrote:something not being cheat proof isn't a reason to not put it into a game.
I think it's a VERY good reason. Just remember the casino coins abuse.
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Re: Candle

Post by Jaxad0127 » 01 Jul 2008, 15:14

The thicker candle is looking good. The darker line and lighter spot on the very front looks a little weird. If it's supposed to be dripping wax, it could use a little more definition.

I've split the topic of cave lighting.
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Re: Candle

Post by EJlol » 01 Jul 2008, 15:18

Personally I like this version the most:
Image

I will try to improve the thicker candle though
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