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Add chemical/magical fires #16676
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Add chemical/magical fires #16676
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Wouldn't make it more sense to turn this into a draft then? Personally, i like the idea. |
Sure |
Could you add screenshots of the new assets? |
Sure, they're just placeholders for the moment though |
Wait, does that mean we can get burning oil spills and horrible napalm leakages now? If so, fantastic. |
Yup |
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Not sure how this is going to play out - feels weird to have a second separate implementation of fire 🤷
I like them for the visuals since hotspots look strange not as part of atmos |
I also said this in the devchat discussion about the sprites but I don't have enough time/energy to draw up that many fire sprites :sheltersweat: . If someone else wants to draw all that then that's fine, or if not then if other devs would in general be ok just using the old sprites that'd also be fine by me (I'm not married to this particular sprite or anything), but I can't personally do that sorry! |
ChemFire_Demo.mp4What if something like this? Flames merged horizontally, additional "layer" added for vertical neighbor. Alpha mask to improve visibility of on-turf items. |
Looks really nice! |
[GAME OBJECTS][FEATURE]
About the PR
This PR adds a new version of fire, chemical fire. Chemical fires are a resprited fire type intended to represent a fire created from a chemical or magical source, like wizard fireballs, that comes off the ground.
-They act the same as atmospheric fire and can be on the same tile.
-They have two layered parts to them, one that appears below objects on their turf, and one that appears over.
-Chemical fire color can be something other than red, dependent on the source. Ex. magnesium fires will burn white, potassium fires will burn purple.
This PR replaces all non-atmospheric fires with it
Also makes it so that the Wizard fireball spell will now leave fire behind that is the color of the Wizard's hat.
Note-
I realize that this could tie in more closely with chemicals. It was suggested on Discord these fires could relate to chemical reagents much more closely, such as duration dependent on chemical volume on the source turf, reactants available and their types (oxidizer, etc), and resultant fire temperature in relation to chemicals. However, I think that would really be a larger rework/rebalance that this PR wasn't really aimed at initially. This PR was mainly to focus on the visual part of fires created through /proc/fireflash().
Why's this needed?
All fires in the game are represented as atmospheric fires when some are really a chemical fire, so more accurate in that sense.
Adds a new 3/4s perspective version of fire.
Allows for colored fire
Changelog