Topic: Barbarian Seafaring Graphics
Shevonar |
Posted at: 2012-03-21, 14:08
That is a really good idea Phillip. However the algorithm to solve this might not be that easy. Top Quote |
chuckw Topic Opener |
Posted at: 2012-03-21, 15:37
I agree that it is a BIG jump between ne & nw and se & sw. As Shevonar indicates, some code work would be required to support travel or transitioning through the north and south directions.
Point noted.
All of the ships roll 2-3 degrees each side from center while "Idle" (or at anchor). Anything greater than that would require even more than the current 40 frames @ 10fps to accomplish a realistic period that suggests the mass of the ship in a gentle wave action. (That actually amounts to 80 frames when you include the player color masks.) The same roll amount is included in the "Sail" sequences of the atlantean and empire vessels. I consciously decided not to include the roll in the barbarian ship's "sail" animation because of the rowing, but it certainly could be introduced. In consideration of the current size of the Widelands distribution, space requirements are always at the forefront of my thoughts. Increasing the amount of roll while sailing, would certainly add more drama to the ships, but to maintain realism, you would need to keep close to that ratio of 14-20 frames required for each degree from center of roll. Doing the math with this ratio, a roll of 10 degrees from center for example would require at least:
We need to ask ourselves if a little more roll in the ships is worth a cost of that much space in the package and in the memory of the players' machines. I'm not unwilling to ramp up the animation if it is felt that the impact on storage, memory and load times is sustainable. My example above assumes keeping the rolling action of the ship centered at 90 degrees (the mast straight up). That center of the period would change in real life, however. We could, of course, drastically reduce the number of frames if we just kept the ship at a static heel. Alternatively, we could keep the 2-3 degrees of roll and center it at something other than 90 degrees, say 60 degrees for example. For even more realism, a different amount of heeling could be used for each direction of travel. As a graphician, I want to make playing Widelands as pleasant a visual experience as possible. However, I will leave it to other elders to determine if the enhancing the "eye candy" is worth the cost (in space, coding, preparation time, etc.), and as always, I will abide by their decisions. And also, as always, thank you for your observations and ideas. I see little people. Top Quote |
Astuur |
Posted at: 2012-03-21, 19:06
Yes, I thought there would be no way to steer a straight northern or southern course. Here is another little problem. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Astuur |
Posted at: 2012-03-21, 19:21
I had not thought about that, but I clearly see the size problems now. But the idea of minimizing the zig-zag effect by taking longer tacks, is something Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |