02-17-2018, 07:44 AM
(This post was last modified: 02-17-2018, 10:39 AM by Frank_Stein. Edited 1 time in total.)
Smoke grenades and powder have one kind of area of effect.
I propose, we borrow from liquids, and have a more dynamic smoke affect that originates from a source, occupies a tile, and spreads out as that tile becomes too full. Smoke would eventually go away on it's own at different rates of dissipation
Smoke would have three main properties
For instance, you could create smoke bombs that we're maximized to have a lingering effect by lowering the dissipation rate while have a large thickness, or lower the thickness down and increase the generation rate to maximize spread over an area.
Smoke should, I also believe, become a larger factor in fires. When materials are ignited, smoke could be released based on the substance being burned.
I propose, we borrow from liquids, and have a more dynamic smoke affect that originates from a source, occupies a tile, and spreads out as that tile becomes too full. Smoke would eventually go away on it's own at different rates of dissipation
Smoke would have three main properties
- Generation rate - how quickly smoke is created from the source
- Thickness - how many units of smoke can be held on a single tile
- Dissipation rate - How quickly smoke dissolves into the air
For instance, you could create smoke bombs that we're maximized to have a lingering effect by lowering the dissipation rate while have a large thickness, or lower the thickness down and increase the generation rate to maximize spread over an area.
Smoke should, I also believe, become a larger factor in fires. When materials are ignited, smoke could be released based on the substance being burned.