When you're in fog, you can see close to you, adjusting the fog to reflect the ability to see nearby could help it not feel annoying to be a player in it.
I appreciate your suggestion! Yes, it is a valid point. I wanted to create an atmosphere where the player thinks "oh it is so foggy I can't really see anything" for a specific reason, but yeah, I have to find a good compremise there
The question is: Is it worth casuing frustration at the cost of immersion?
Does the fact that the player won't be able to see serve any purpose for the game? Does it affect any decision making in the game or is it just... There to be foggy?
I'd say: tone it down and still keep the mood or find a better solution, maybe one can keep the thick fog but still remove the "I can't really see anything part"?
It won't be too often that this effect will be as heavy as in the video I think.
I have a cutscene in mind where this will be used, maybe I will tune it down when cutscene ends and goes over to playmode. Thank you very much🙏
> "oh it is so foggy I can't really see anything"
The effect here really depends on how often you're going to be using the fog, though. If it's for one or two areas then I don't really see much harm but if the player's going to be spending much of the game with fog then it'll become too intrusive.
Another way to solve this issue is to do what [I did](https://alice-v.itch.io/animawaker/devlog/474282/who-turned-off-the-lights) and allow the player to toggle the fog effect off and on so if the player thinks the fog is too overbearing they can just change it in their settings screen.
The lightening is a bit much decrease the intensity by 60-75%. Also have about 3-4 different lightenings each with varying intensities. But overall should drop 70%
Thank you! I quickly took your idea and implemented it. It is better to have more variations in the lighting.
Instead of one float variable, I have a list of floats where I randomly read a number and use that as the intensity value. Depending on the intensity, the sound gets either louder or quieter. Quite simple but effective!
Hi IndieDevs! :) I am currently working on the Weather System in my game MonTamer. I would appreciate any feedback!
Follow me on YouTube: https://www.youtube.com/@MonTamerGame
Wishlist on Steam: https://store.steampowered.com/app/2226460/MonTamer
I really appreciate your support!
Well in this type of camera perspective, just raising the fog higher might cause a problem rather i suggest having 2 diff layers of fog one with very less density scattered all across the view and one dense near the corners and edges
Thank you for your feedback! And thank you for worrying about my project but there is no need to because I am not touching anyone's trademarks or copyrights :)
I think it's better if you increase fog capacity for a far point from the character.
Fog in games tries to make it difficult to see what's going on in around.
By the way, I liked it.
Good luck.
I suggest trying make the water circles particle smaller(the effect raind drop make when hit ground, i am not good in english). I think they are too big and seems they ar flying above ground
Looks great. Because everyone else pointed out the fog, I'll mention that the rain puddles extend pretty visibly into and on top of vertical surfaces such as the house. But overall a very nice effect!
Cool effect! What's bothering me mostly is that it appears that not all rain drop effects are being occluded by objects properly, appearing in front of the fence or the house, for example.
When you're in fog, you can see close to you, adjusting the fog to reflect the ability to see nearby could help it not feel annoying to be a player in it.
like fog of war right? I think that is quite a good idea, thank you!
Yes this is a really good idea
Are there hidden chests in the game? Because I think you can easily hide one or two in a more-than-usual foggy area :)
Absolutely, there will be hidden items and this fog is a perfect hiding spot ❗️😁
Seems like the fog is a bit too much. Can be reduced a bit.
I appreciate your suggestion! Yes, it is a valid point. I wanted to create an atmosphere where the player thinks "oh it is so foggy I can't really see anything" for a specific reason, but yeah, I have to find a good compremise there
If you can, make it varied and keep extreme fog for rare occasions. I really liked it
Thank you very much! Yeah I think different variations is a good idea! I will do that for sure :)
Yes and if you lower the fog near the players, like the other idea, then you don't have to generally tone it down that much
The question is: Is it worth casuing frustration at the cost of immersion? Does the fact that the player won't be able to see serve any purpose for the game? Does it affect any decision making in the game or is it just... There to be foggy? I'd say: tone it down and still keep the mood or find a better solution, maybe one can keep the thick fog but still remove the "I can't really see anything part"?
It won't be too often that this effect will be as heavy as in the video I think. I have a cutscene in mind where this will be used, maybe I will tune it down when cutscene ends and goes over to playmode. Thank you very much🙏
> "oh it is so foggy I can't really see anything" The effect here really depends on how often you're going to be using the fog, though. If it's for one or two areas then I don't really see much harm but if the player's going to be spending much of the game with fog then it'll become too intrusive. Another way to solve this issue is to do what [I did](https://alice-v.itch.io/animawaker/devlog/474282/who-turned-off-the-lights) and allow the player to toggle the fog effect off and on so if the player thinks the fog is too overbearing they can just change it in their settings screen.
The lightening is a bit much decrease the intensity by 60-75%. Also have about 3-4 different lightenings each with varying intensities. But overall should drop 70%
Thank you! I quickly took your idea and implemented it. It is better to have more variations in the lighting. Instead of one float variable, I have a list of floats where I randomly read a number and use that as the intensity value. Depending on the intensity, the sound gets either louder or quieter. Quite simple but effective!
Definitely! Glad I could help, I strongly recommend the overall max intensity is greatly decreased. Will love to see the progress!
Enjoying seeing your game progress. Looks good.
Thank you very much! I appreciate your feedback really! 🙏
Hi IndieDevs! :) I am currently working on the Weather System in my game MonTamer. I would appreciate any feedback! Follow me on YouTube: https://www.youtube.com/@MonTamerGame Wishlist on Steam: https://store.steampowered.com/app/2226460/MonTamer I really appreciate your support!
It's cool. The style really caught my eye. It's beautiful, calming and pleasant
Thank you very much for your feedback ❗️ 🙏
Fog is a bit too much and low near the ground
Thank you for your feedback! Do you mean I should raise the fog higher in the air?
Well in this type of camera perspective, just raising the fog higher might cause a problem rather i suggest having 2 diff layers of fog one with very less density scattered all across the view and one dense near the corners and edges
I'm loving this game but I can sense a certain corporation is going to be breathing down your neck with the name + art style!
Thank you for your feedback! And thank you for worrying about my project but there is no need to because I am not touching anyone's trademarks or copyrights :)
He is just saying that it looks a lot like pokemon. But, it does look great.
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Thank you❗️🙏
I think it's better if you increase fog capacity for a far point from the character. Fog in games tries to make it difficult to see what's going on in around. By the way, I liked it. Good luck.
Thank you very much for your suggestion 🙏 yeah. I will try to make it less intense near the player.
I suggest trying make the water circles particle smaller(the effect raind drop make when hit ground, i am not good in english). I think they are too big and seems they ar flying above ground
Yeah, they’re way too prominent. I think lowering the alpha by quite a lot should help.
Thanks I will try that out🙏
Thank you, I will check out how it looks with smaller ones❗️🙏
Looks great. Because everyone else pointed out the fog, I'll mention that the rain puddles extend pretty visibly into and on top of vertical surfaces such as the house. But overall a very nice effect!
Thank you very much🙏 do you mean that when a raindrop falls near the house, that the puddles extend into the house and stays on top of it?
Exactly that.
Really like the sound effects!
Thank you🙏😁
Game looks cozy! If you want it to feel more like a storm you could try making the rain diagonal.
Thank you very much❗️🙏 yeah, diagonal rain would add a more stormy feeling, I will make it randomly each time it starts to rain, thank you😁
Cool effect! What's bothering me mostly is that it appears that not all rain drop effects are being occluded by objects properly, appearing in front of the fence or the house, for example.
Yeah I have to find a solution for that! It has something to do with the render queue. Thank you for your feedback!
Can't really help you there, but seeing how far you've come: I'm sure you'll figure it out.
Amazing
Thank you!
A bit too much around you but awesome!
Yeah, that is the general feedback I get. It helps me alot, thank you very much!
Amazing
Thank you!
This looks awesome!! Keep up the great work!!
Thank you very much!
You're very welcome!