Maybe I am wrong (hopefully), but I was watching a LoG video and I noticed something: when you take a stairway to another level, a black screen appears for a second. In my humble opinion, that one second blackout, turns away immersivness from the game. It would be very nice to have that perfect seamless transition between floors.
Best regards.
Level transition
Re: Level transition
Perhaps the stairways are just UNLIT.
It can get pretty dark in a DUNGEON.
It can get pretty dark in a DUNGEON.
Re: Level transition
As you said, this is just an opinion, nothing game breaking. With the release coming up, the devs should rather focus on fixing bugs and improving stability.
Re: Level transition
It's a technical thing.Botiquita wrote:when you take a stairway to another level, a black screen appears for a second.
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Re: Level transition
I don't know that is how all the old school games did it too. Honestly the only way to not do this would require rendering the entire dungeon every single time you loaded the game. Bad idea is bad they say.juho wrote:It's a technical thing.Botiquita wrote:when you take a stairway to another level, a black screen appears for a second.
Re: Level transition
Well, in principle, you could load and unload areas dynamically, based on proximity. But it's hard to do, and honestly, I don't think anyone minds a bit of a loading screen.Karkarov wrote:I don't know that is how all the old school games did it too. Honestly the only way to not do this would require rendering the entire dungeon every single time you loaded the game. Bad idea is bad they say.juho wrote:It's a technical thing.Botiquita wrote:when you take a stairway to another level, a black screen appears for a second.
Re: Level transition
Loading the next level as you are unloading the old one, it's only logical to have the black screen there. The game would lag a bit if there wasn't any transition pause covering it up. In my opinion that would break the immersion even more.
Also, dynamic loading of multiple levels is generally a bad idea, takes up too much resources, and you still need to load new ones as you ascend or descent between levels. It could work with voxels though, or perhaps loading the dungeons in small parts, updating only the tiles closest to you...
Also, dynamic loading of multiple levels is generally a bad idea, takes up too much resources, and you still need to load new ones as you ascend or descent between levels. It could work with voxels though, or perhaps loading the dungeons in small parts, updating only the tiles closest to you...
Re: Level transition
It's quite doable. You don't need to load an entire level. Think about WoW or Skyrim. As you travel the world, you don't see any loading screens, but the entire world isn't loaded. That'd be impossible. Things are loaded and unloaded based on your proximity to them.
Now, it makes no sense for a small indie studio to waste resources on something like that. Just show some concept art and some tips or lore on a loading screen, and everyone will be happy!
Now, it makes no sense for a small indie studio to waste resources on something like that. Just show some concept art and some tips or lore on a loading screen, and everyone will be happy!
Re: Level transition
Actually level transitions are super fast, just a quick fade in & out (no loading screen). However the game is designed so that you can only see one level at a time. Makes many things much simpler and makes the scene faster to render.