[Proposal] Make water transparent in spider pool located in Greece episode

Issue #52 resolved
Purkkaviritys created an issue

I remember seeing in Daikatana's trailer video or beta screenshot... where the water in spider pool was transparent. But I'm wonder why in the actual game it's not transparent? That makes it just silly difficult for new people to know that there's a part of AEGIS key in there that they're supposed to pick up. I wonder if it's some kind of level bug.

This is the pool I'm talking about: 15349746935892279296_screenshots_2014-10-04_00003.jpg

Comments (9)

  1. Knightmare66

    I made the spider pool trans66 just to test this. Maraakate doesn't want to make the elevated streams that feed into it transparent, as that would be too much of a slowdown on older PCs. Does the junction between the opaque streams and the pool look too awkward?

  2. Frank Sapone

    Looks okay to me, but maybe we could add some kind of dynamic light to the keys to make them more obvious?

  3. Purkkaviritys reporter

    Hmm... I agree it looks bit awkward. However it's extremely useful for the new players. E.g. If they play the game without the savegems they cannot hear the gem under the water in the room and will never look at there unless it happens by accident, or they read it from the Walkthrough/FAQ.

    What happens if you add small piece of grating to the point where the water transparency line is? (using the same rules the developers of Daikatana used grating earlier point of the game in same episode). I marked that grating area with red in your screenshot. Also turn the white square area transparent.

    Wouldn't that help to conceal the fact that water turns transparent after the edge? Or would that make it look even more awkward? What if it's the spider's leg portion is only transparent part (marked with green) and the rest of the white part is also covered with grating (except the green part)? Daikatana is full of examples how this kind of detail can be settled. =)

    daikatana007c.jpg

    I'm not entirely against dynamic light but I'd rather not see that implemented. None of the important items in the game have that kind of light. I think it's enough that person can actually see the key.

  4. Knightmare66

    How's this? I made the transition to trans66 happen at the bend from sloped to flat.

    I also added a little light on the key piece that goes out when it's picked up, I'm still adjusting the light intensity. e2m4b_spiderpool2.jpg

  5. Purkkaviritys reporter

    You slightly misunderstood my drawing. But I think it might work. However in the end the decision is yours. And I actually might like the subtle light you added. But I wonder if it's too much now that the key is visible? I like the slope drop too. And that way there's probably no need to for the grating either.

    If you feel the grating is needed can you sink the grating to be same level as the floor? (It also doesn't necessary need those support pieces on it's sides. But I'm ok with them. Especially if you extend the spider side to match that border that surrounds the spider area or something.) I was thinking this area at E2M1b when I suggested it to be used to hide the transparency change. I'm sorry that I explained this poorly. I can draw it for you later into the screenshot.

    daikatana128.jpg

  6. Knightmare66

    The grating I added is consistent with one in the previous map, E2M4a. I actually copied and pasted it into this map, and then rebuilt it to fit the stream's dimensions.

  7. Purkkaviritys reporter

    Ah, Cool! Could you please provide a screenshot of how it looks now? Thank you very much! I'm sure the transparent water helps people to spot the key easier and they don't have to do backtracking as much.

  8. Purkkaviritys reporter

    Yeah. Light looks fine. Only thing I'm concerned is that the grid pieces look bit out of place somehow.

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