TaleSpire DevLog 455 - Hide Plane improvements?
·Hello everyone!
Two days ago, we released an update to the automatic hide plane placement logic. With this update, we use more info about minis' surroundings to do a better job placing the hide plane in various situations.
Since then, we've had some great feedback (Thank you!). The good news is that it works well in a bunch of cases. The bad news is that it doesn't in a few more places than we'd like.
The long story behind this problem is that TaleSpire doesn't just allow building in 3D - it's largely unrestricted 3D. You can build floors wherever and out of whatever you like, including ten thousand cheese wheels if you so wish - and that's great!
But this lack of restrictions makes it really hard for TaleSpire to know what is and isn't a room and what should be shown or hidden.
This used to be done by just checking straight upwards, but even a tiny gap in the ceiling would result in not revealing enough and making very common scenarios basically unplayable - and we've seen players struggle with this all too often (Twitch streams are a goldmine for this). The new version takes into account more of the surroundings to combat this.
While this does work in the situations we tested it in, your feedback has shown that it hides things too aggressively in other situations (especially for those people who built maps to work around the weaknesses of our old system).
We are working on another revision to see if we can find a better middle ground between the old and new behavior that still manages to keep the benefits of the new system.
Thanks again for all your feedback; it truly is invaluable! It's taking some time to comb through everything, but we'll keep you posted once we have news.
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