Thank you for the feedback Lenn I really appreciate it.
Yup. The water system is fully localised. You can enter a channel that has a rough entry from a seabed overfall or a few rocks that opens into a tidal river that opens out into a calm lake... In actuality i've used a few simple tricks to achieve the effect but the result is a sea state that - if I toned the waves down a bit - is actually suprisingly realistic in what it simulates.
I hate fog. It was introduced as a cheep trick to hide short drawing distances on early 3D games, and it's still a cheap trick. Admittedly in this project I actually am not drawing that far, but that's not the point! Cheap is cheap...
It's like lenseflare, which is such an accepted part of gameplay in current games but has absolutely no basis in real life what-so-ever, but when it's absent everybody says, "it'd be more realistic if you added lenseflare..."
What I actually need to do is increase the drawdistance and use the fog to blend the distant landscape to a slightly darker colour than the sky to make a "haze" rather than a fog, which i might be able to do with a bit of trickery pockery.
It'll be a bit easier when I make a chart to navigate with - but you could select a buoy (PgUp/PgDwn) and sail toward it using the bearing guide for the buoy.
It's unfeasably rough already in the name of gameplay ! lol... maybe i'll tuck in a console command for you.
The water got increasingly turbulent, is this supposed to happen?
Yup. The water system is fully localised. You can enter a channel that has a rough entry from a seabed overfall or a few rocks that opens into a tidal river that opens out into a calm lake... In actuality i've used a few simple tricks to achieve the effect but the result is a sea state that - if I toned the waves down a bit - is actually suprisingly realistic in what it simulates.
You should make it so that there is fog which gradually increases towards the camera range
I hate fog. It was introduced as a cheep trick to hide short drawing distances on early 3D games, and it's still a cheap trick. Admittedly in this project I actually am not drawing that far, but that's not the point! Cheap is cheap...
It's like lenseflare, which is such an accepted part of gameplay in current games but has absolutely no basis in real life what-so-ever, but when it's absent everybody says, "it'd be more realistic if you added lenseflare..."
What I actually need to do is increase the drawdistance and use the fog to blend the distant landscape to a slightly darker colour than the sky to make a "haze" rather than a fog, which i might be able to do with a bit of trickery pockery.
It's scary when you get out to open sea and dont know how to come back!! I hate that feeling.
It'll be a bit easier when I make a chart to navigate with - but you could select a buoy (PgUp/PgDwn) and sail toward it using the bearing guide for the buoy.
add an option for us to make huge waves :D pretty please?
It's unfeasably rough already in the name of gameplay ! lol... maybe i'll tuck in a console command for you.