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AI navmap overlay #32438
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AI navmap overlay #32438
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brilliant idea |
This looks awesome. It is currently hard to tell the difference between walls and open space, perhaps you could draw diagonal lines inside the wall blocks? Like the station maps do it. Also, how does the green/orange color scheme look when compared to the AI eye? I'm curious to see how it would look with other colors, such as blue/yellow or blue/purple. Another thing to note... Is there a way for the AI to tell the difference between a room and a hole in the hull? Perhaps the old static could stay to indicate where there is no floor? |
You could use the navmap wall sprite that the station map uses |
It's not a sprite and it also doesn't look good blown up. |
Also any chance we'll get the AI Eye to appear over the overlay too? |
something similiar then? The walls just feel empty and are hard to tll apart from the floor |
Yeah I might go with that, it's similar to what I did for shuttle control of a lower alpha fill. If we gave it some kind of vcr texture backing it might look good too. |
Will this include seeing dots for crew with coordinates on? Or is that out of scope? |
Out of scope. I wanted this to share navmap code a bit but it's a bit too hard to do as it bakes some stuff in so we might need to do something about that if we ever added more than crew monitoring to it. |
make it look like you're walking on the station map overlay |
AI should have an action to swap between camera and overlay sight even for camera'd areas so you can simplify looking for things |
I spent some time floating around Fland, and I think it gets a bit visually weird that the Empty Squares don't have a left and top border when adjacent to visible tiles. Especially in situations where full-black Space tiles are around them, like this spot in Engine Containment. I think it would be easier to parse what I am looking at if the green contour always went all the way around (A much more subjective thing, but I also really liked the Static effect in general, so even though I see the clear advantages to this change, I'm wondering if there was a way to faintly incorporate the static into this system, somewhere? Maybe either the walls OR the floor (but not both, for visual distinction) could have a mild version of it? (or perhaps Space tiles) |
Maybe it could come back later if mechanics like processing power are added. Or maybe it could replace the navmap overlay if power goes out? |
Interesting, do you think AI should still be allowed to interface with powered machines even when there are no cams? It would make sense that a ai would need not see a machine hardwired to the station to use it, and a lack of vision would still be debilitating. Lots of gameplay implications |
this seems like the way to go, imo |
The point of having a navmap overlay is that AI is not utterly useless when theres no power, as I believe cameras will stop providing vision when unpowered |
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Some stuff I noticed:
The AI Eye sprite is drawn under the Wireframe Overlay. This was already the case with the current AI Static, but arguably now it matters more, since there is some actual "information" being displayed to which the player could orient their Eye, if only they could see it. It would make sense for the AI to see it's own position superimposed over the station plans, not hidden under them
Directional/thin windows do not appear on the overlay, but thindoors are shown as full-sized doors. This is both a bit inconsistent, and potentially confusing. I think that similar to the station map, thin walls and doors should look as such
Are they not working on this PR anymore? |
It's not super pretty atm so open to suggestions.
LIDAR going to be reserved for a science item.
Don't merge without #32477 or else it looks bad.
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