bigPaul
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- Joined
- Aug 16, 2005
- Posts
- 392
- Avatar Name
- Paul Ray Spinn
New Graphical Design for Teleporters : Let's replace the old "cage-type" Teleporters with flat Teleporters+cool light effects
Hallo Friends
This subject requires some analysys and a proper introduction.
Currently, in Calypso, teleporters can be divided into 2 categories :
-Flat teleporters (teleporters with a 3D design that has no significant vertical structures : see, for example, Fort Sisyphus flat teleporter, among many possible examples)
-"Cage-type" teleporters (teleporters with a 3D design that has very significant vertical structures, hence the resemblance with a cage-structure : see for example teleporters in Camp Phoenix, Oshiri Hearts, Port Atlantis, among many possible examples)
I used the comparison with a cage for another -and very practical indeed- reason, and here the analysys becomes interesting :
when a Player teleports to a place that has a cage-type teleporter (like the 3 ones shown above), and that location is currently hit by some lag, when that Player tries to move the Avatar, frequently remains stuck for some LONG seconds into the invisible 3D vertical structures of these "cage-type" teleporters, cursing the entire universe, and simply wasting precious time in an unpleasant way
(yes : when the scene is laggy, for some seconds the 3D "cage structures" of such teleporters are INVISIBLE to the Player, exactly due to that lag ; so the Player tries to run away from the teleporter but "misteriously" is often kept in place by the temporarily "invisible" 3D vertical structures of such "cage-type" teleporters).
-->So my reasonable solution consists in a redesign of all "cage-type" teleporters, replacing them with flat teleporters ("teleporters without significant vertical structures").
And I also consider that the relatively simple -but much more practical- 3D structure of those flat teleporters could then be enriched by some fascinating light effects, similar to the light pillars in Hadesheim :
a simple and fascinating graphical effect that also would show to Players that there is a teleporter in the vicinity ("Follow the light pillar, and there you are").
In addition, also the appearance of the in-game sky will become richer , with some good looking light pillars appearing around as newly added beautiful graphical effects.
Light Pillars in Hadesheim, as Practical Model for light effects in the new teleporters.
After this teleporter redesign, Players won't be temporarily stuck anymore in "invisible" cage-type teleporters due to accidental lag, therefore they won't waste precious seconds cursing around (...or just trying to figure what "mysterious bug" is keeping their avatars stuck in place : especially if they are newcomers during their 1st days in-game).
Additionally, teleporters will gain a new, fresh, and fascinating redesign ; and also the appearance of the in-game sky will benefit by this change.
Enjoy ,
Paul
Hallo Friends
This subject requires some analysys and a proper introduction.
Currently, in Calypso, teleporters can be divided into 2 categories :
-Flat teleporters (teleporters with a 3D design that has no significant vertical structures : see, for example, Fort Sisyphus flat teleporter, among many possible examples)
-"Cage-type" teleporters (teleporters with a 3D design that has very significant vertical structures, hence the resemblance with a cage-structure : see for example teleporters in Camp Phoenix, Oshiri Hearts, Port Atlantis, among many possible examples)
I used the comparison with a cage for another -and very practical indeed- reason, and here the analysys becomes interesting :
when a Player teleports to a place that has a cage-type teleporter (like the 3 ones shown above), and that location is currently hit by some lag, when that Player tries to move the Avatar, frequently remains stuck for some LONG seconds into the invisible 3D vertical structures of these "cage-type" teleporters, cursing the entire universe, and simply wasting precious time in an unpleasant way
(yes : when the scene is laggy, for some seconds the 3D "cage structures" of such teleporters are INVISIBLE to the Player, exactly due to that lag ; so the Player tries to run away from the teleporter but "misteriously" is often kept in place by the temporarily "invisible" 3D vertical structures of such "cage-type" teleporters).
-->So my reasonable solution consists in a redesign of all "cage-type" teleporters, replacing them with flat teleporters ("teleporters without significant vertical structures").
And I also consider that the relatively simple -but much more practical- 3D structure of those flat teleporters could then be enriched by some fascinating light effects, similar to the light pillars in Hadesheim :
a simple and fascinating graphical effect that also would show to Players that there is a teleporter in the vicinity ("Follow the light pillar, and there you are").
In addition, also the appearance of the in-game sky will become richer , with some good looking light pillars appearing around as newly added beautiful graphical effects.
Light Pillars in Hadesheim, as Practical Model for light effects in the new teleporters.
After this teleporter redesign, Players won't be temporarily stuck anymore in "invisible" cage-type teleporters due to accidental lag, therefore they won't waste precious seconds cursing around (...or just trying to figure what "mysterious bug" is keeping their avatars stuck in place : especially if they are newcomers during their 1st days in-game).
Additionally, teleporters will gain a new, fresh, and fascinating redesign ; and also the appearance of the in-game sky will benefit by this change.
Enjoy ,
Paul
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