Comments (2)
All sounds reasonable. I'll probably make it config driven as part of this job and then add the UI in a separate one.
from ualbion.
can this be something that a user configures in gfx config menu? Most games (especially older ones) allow the player to select both the filtering (nearest neigh/bi/trilinear), anisotropy (usually from x2 to x16) and antialiasing exactly as he wishes, without imposing a single fixed solution here. This would both improve the player's experience and would take the onus of "selecting proper settings" from dev to the user.
FWIW, the "original" feel is just nearest neighbour, no bells nor whistles.
(also, allowing e.g. xBRZ as an additional feature the way https://github.com/M-HT/SR does for Albion 2D views would, IMO, tremendously enhance the experience for either those who don't care about vanilla if they can have the game look a lot better, or those who are aware of the way that original CRT screens smoothed the pixels in low resolutions somewhat by themselves :)
from ualbion.
Related Issues (20)
- Correct handling of 2D collision and movement
- Audio balance shifts when opening inventory screen
- Sound source proximity volume incorrect
- Multiple ammunition items allowed in off-hand slot
- Inventory screen not working on 3D levels
- Add tiled import/export capacity for 2D maps
- Add tiled import/export capability for 3D maps
- Add ability to highlight map tiles that the party can interact with
- Implement merchant screen
- Prevent talking to party members from inventory screen
- Rework rendering system to use VeldridGen code generation
- Add gamma correction option
- Add low-level binary asset patching
- Add JSON Patch based asset modding
- Add save-game screenshots
- Add quicksave slots
- [Combat] Add combat scene and flow
- [Combat] Add combat map
- [Combat] Add character movement in combat
- [Combat] Add monster groups
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