@ Wolf. Fog is okay sometimes, but it really doesn't work to hide the edges of the map that well. It also limits your look as a bright sunny skybox does not look right with fog. How many modern games use fog these days for this? Not many I would imagine. Having a bigger water plane than the terrain would look way better and really would not hit FPS at all. An option to alter it's size would be very handy- even if it was a one off choice for the map never to be changed afterwards. Then you won't have to shrink your map down to a smaller size to allow for you to walk near the ocean and not spot the edges (even with fog and draw distance lowered).
@ Teabone I agree it's never good to have to work on a map when you have lot's of zones and locked objects around. I try to make the map as complete as possible before adding any waypoints zones etc as I know once there in I'm going to have issues. GG could do with some sort of layer system to hide those things out the way when editing the basic map. We may want to see the layers and objects/terrain when placing them down and editing them, but a way to simply hide the layer to work on the map would be helpful.
One area since the terrain update which is now worse than it was is the grass painting. The terrain textures turn off as soon as you go into painting grass, which is a pain if you have drawn a path to follow. Same if you paint terrain, the grass vanishes while you do it. I just hate terrain painting completely now
I'd say this year is the quietest I've had with GG since it was first launched. I just lose interest with each little change being made of late. I hope the DX11 direction makes GG fun for me again. Not getting my hopes up too much though
@Science boy. I can understand it, I'm at an impasse myself. Spent months getting my WIP project optimised to run okay only for the next update to break it. We need GG to get to the point where you can say okay I'm getting this game done. No updates at all until it is. At the moment it just isn't ready for the commitment of time needed to make a game. Those months I spent are pretty much wasted now, I doubt I will ever return to my WIP. Once a project gets too cold I just can't go back to it.
We need the engine to be finished up or at least mostly finished, before other extra bells and whistles like multi-player are added. I was against it when it was first added anyway. It just seemed an extra point to help sell it at the time. It back fired as far as I can tell because many expected the multi-player to be working 100% from the get go and it certainly wasn't - no surprise to us Reloaded owners who had been shouting it isn't ready for Steam over and over. I considered multi-player that can't be supported by a stand alone game was a waste of time. Again, I think it was a case of seeing Steam supported it and adding it to add a bullet point to the feature list. Here we are now in 2017. The main engine is finally being updated and so made up to date (almost, we have DX12 and Vulcan around now) but it still is nowhere near complete and the multi-player is the same as when released or possibly worse (not tried it since the Steam launch really).
I think TGC went wrong when they went from early access to a full release. I think Steam opinions would be less harsh than they are today if TGC had left it longer. Prison Architect is a good example. It was on early release for ever, but still sold well. People see GG as a full finished product then get it only to find it isn't. People would be more accepting if it was an early access product. Too late now though, the damage is done and can only be rectified by getting GG working better for those that still use it and for people looking to buy it.
Small rant over
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.