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krisofer

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  1. Are you keeping the grid system or is it a full 3d engine no holds barr. i mean is scenery made up of blocks and therefore destructable in a strange modular way and all the other probs. i think grid is a bad idea. sorry, not meaning to sound blunt k.
  2. game ballistic weaponary vs. game playability In certain other games where the bullets from gun travel along at an unrealistic slow pace, the result has left a variety of traits. Firstly, I think we should also clear up whether the engine tracks each bullet (ufo) or creates a number of untracked sprites (apocolypse) Also how possible is bullet time at this stage in your engine, or at least i thought a simplified version which use projectiles which have a virtual speed until slowmo is engaged at which point a dist = speed * time is calculated in order to place the projectile in the world at the correct point and tracking it as a point entity rather than a traced line and doing so until slowmo is disengaged via a roll off to max velocity in engine world to trace line from end last know position. good traits- 1.As said by the developers, you watch the bullet slowly reach its target adding suspense and a more gameplay with each round fired. 2.A greater knowledge is given as to the bullets target and path to it. bad traits- 1. Gameplay is lost in that automatic fire is never truly shown, one feels like they are firing semi-automatically regardless of the nature of their weapon or close to it even if each round is untracked. 2. The game is limited in showing less the contrasts in effectiveness and effect (fx) of different projectile velocities. Without this you could not show a mental fast alien in slow mo dodging a blurred tracer sprite by an inch in zoom camera. 3. Sometimes you just want to know you can waste an entire magazine in 4.5 seconds without spending a minute, this adds pace and live action to the stratedgy seeing splays of ricochets makes you believe your firing a machine gun. 4. You now have plasma cannons firing glowing stars of one color and rifles another. which i thought sucked in a certain other game. a tracer sprite alike those used in the halflife engine could be used adding to your gameplay the players comprehension of a bullets path and a contrast in effect. 5.The plasma cannon could have been tactically deficient in its slightly slow projectile while the rifle had its one mainsday, things like this add depth to a stratedgy. personally i believe there is enough depth to be found in realism exposed to comprehension to warrant never betraying it truly. ( slowmo a case in point ) i'm sorry to sound a bit blunt, your added suspense given by slow bullets sounds more like an easy way out of coding a slow-mo for action sniping scenes etc. sorry i don't mean to dig but i love your game and i want the best for it. thanx 4 reading. k.
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