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Level transition

Posted: Fri Mar 09, 2012 7:41 pm
by Botiquita
Maybe I am wrong (hopefully), but I was watching a LoG video and I noticed something: when you take a stairway to another level, a black screen appears for a second. In my humble opinion, that one second blackout, turns away immersivness from the game. It would be very nice to have that perfect seamless transition between floors.

Best regards.

Re: Level transition

Posted: Fri Mar 09, 2012 8:26 pm
by Dlanor
Perhaps the stairways are just UNLIT.

It can get pretty dark in a DUNGEON.

Re: Level transition

Posted: Fri Mar 09, 2012 9:44 pm
by Mameluk
As you said, this is just an opinion, nothing game breaking. With the release coming up, the devs should rather focus on fixing bugs and improving stability.

Re: Level transition

Posted: Fri Mar 09, 2012 11:07 pm
by juho
Botiquita wrote:when you take a stairway to another level, a black screen appears for a second.
It's a technical thing.

Re: Level transition

Posted: Sat Mar 10, 2012 12:09 am
by Karkarov
juho wrote:
Botiquita wrote:when you take a stairway to another level, a black screen appears for a second.
It's a technical thing.
I don't know that is how all the old school games did it too. Honestly the only way to not do this would require rendering the entire dungeon every single time you loaded the game. Bad idea is bad they say.

Re: Level transition

Posted: Sat Mar 10, 2012 12:29 am
by Alaric
Karkarov wrote:
juho wrote:
Botiquita wrote:when you take a stairway to another level, a black screen appears for a second.
It's a technical thing.
I don't know that is how all the old school games did it too. Honestly the only way to not do this would require rendering the entire dungeon every single time you loaded the game. Bad idea is bad they say.
Well, in principle, you could load and unload areas dynamically, based on proximity. But it's hard to do, and honestly, I don't think anyone minds a bit of a loading screen.

Re: Level transition

Posted: Sat Mar 10, 2012 2:45 am
by Mameluk
Loading the next level as you are unloading the old one, it's only logical to have the black screen there. The game would lag a bit if there wasn't any transition pause covering it up. In my opinion that would break the immersion even more.

Also, dynamic loading of multiple levels is generally a bad idea, takes up too much resources, and you still need to load new ones as you ascend or descent between levels. It could work with voxels though, or perhaps loading the dungeons in small parts, updating only the tiles closest to you...

Re: Level transition

Posted: Sat Mar 10, 2012 7:17 am
by Alaric
It's quite doable. You don't need to load an entire level. Think about WoW or Skyrim. As you travel the world, you don't see any loading screens, but the entire world isn't loaded. That'd be impossible. Things are loaded and unloaded based on your proximity to them.

Now, it makes no sense for a small indie studio to waste resources on something like that. Just show some concept art and some tips or lore on a loading screen, and everyone will be happy!

Re: Level transition

Posted: Sat Mar 10, 2012 8:49 am
by petri
Actually level transitions are super fast, just a quick fade in & out (no loading screen). However the game is designed so that you can only see one level at a time. Makes many things much simpler and makes the scene faster to render.