Lugaru needs "bullet time"
-
- Posts: 16
- Joined: Tue Aug 09, 2005 5:14 am
Lugaru needs "bullet time"
Yeah, so I was sitting here thinking about how I didn't like the lugaru demo because I got stuck on the (sentinels?5?) level. I decided this was probably due to my inability to decide which buttons to push before I get beaten up. I do a lot of running aroudn trying to remember what buttons to push(This is of course due to my disfunctional working memory that lasts about 2 seconds and my slow reaction time which I blame ritalin for. I digress.)
So I was thinking of what would make the game a hundred times better and I thought "Bullet time", like in Max Payne. It wouldn't be called bullet time of course, but any sort of controllable slowing or pausing of the game would be nice. It has slow downs, I think, but you can't control them so I'm not sure if my computer is lagging or what and it only happens after and attack not before.
Also, is there any to see how much damage you've taken or how much life you have left? Seeing how much damage you've given out or how much life the opponent has would be nice too but I think seeing how much life your own character has left is essential. Maybe there is one and it's not working out on my computer? If there's not, I think it would be helpful and it doesn't have to be anything more than like a number down in the corner of the screen.
Maybe lugaru 2 will have these things? It would be nice to see a patch for it in the this one though. It would double the likelihood of me buying the game, if not more.
So I was thinking of what would make the game a hundred times better and I thought "Bullet time", like in Max Payne. It wouldn't be called bullet time of course, but any sort of controllable slowing or pausing of the game would be nice. It has slow downs, I think, but you can't control them so I'm not sure if my computer is lagging or what and it only happens after and attack not before.
Also, is there any to see how much damage you've taken or how much life you have left? Seeing how much damage you've given out or how much life the opponent has would be nice too but I think seeing how much life your own character has left is essential. Maybe there is one and it's not working out on my computer? If there's not, I think it would be helpful and it doesn't have to be anything more than like a number down in the corner of the screen.
Maybe lugaru 2 will have these things? It would be nice to see a patch for it in the this one though. It would double the likelihood of me buying the game, if not more.
-
- Posts: 16
- Joined: Tue Aug 09, 2005 5:14 am
Actually, that level wasn't to hard after reading the wiki and the readme(there should be a link for the readme in the start menu). I did die once again though.
I stick by my suggestion of the "life-o-meter" and the "bullet time"(bullet time ability could be a console toggle, like a tweak). I might buy the game anyway, but if it had those two features I definately would.
I played black shades. That has bullet time doesn't it? Or maybe that was a leave your body thing.
I haven't played SOS but that's supposed to have bullet time doesn't it? Isn't the the same engine as lugaru? So implementing it would be easy? I dunno. it's easy to be a "backseat" game designer.
I stick by my suggestion of the "life-o-meter" and the "bullet time"(bullet time ability could be a console toggle, like a tweak). I might buy the game anyway, but if it had those two features I definately would.
I played black shades. That has bullet time doesn't it? Or maybe that was a leave your body thing.
I haven't played SOS but that's supposed to have bullet time doesn't it? Isn't the the same engine as lugaru? So implementing it would be easy? I dunno. it's easy to be a "backseat" game designer.
-
- Posts: 16
- Joined: Tue Aug 09, 2005 5:14 am
As you take more and more damage your screen begins to blur(if you have Damage Effects on).
I play on a low-spec iBook, and have damage effects off, my solution is just to not get hit =p
After you play for a while though you will start to get an idea of how many hits you can take, and mentally keep track of them.
I play on a low-spec iBook, and have damage effects off, my solution is just to not get hit =p
After you play for a while though you will start to get an idea of how many hits you can take, and mentally keep track of them.
-
- Posts: 16
- Joined: Tue Aug 09, 2005 5:14 am
Ok, here is Lugaru's health system in a nutshell.
You have your starting health, and there are two factors that can affect it, normal damage and cut damage.
Normal damage is from impact blows and goes away slowly, if you stand still you heal faster than if you are moving.
Cut damage is permanent and doesn't heal.
Damage Effects isn't in the options screen, you have to open your config file.
You have your starting health, and there are two factors that can affect it, normal damage and cut damage.
Normal damage is from impact blows and goes away slowly, if you stand still you heal faster than if you are moving.
Cut damage is permanent and doesn't heal.
Damage Effects isn't in the options screen, you have to open your config file.
-
- Posts: 16
- Joined: Tue Aug 09, 2005 5:14 am
Motion blur doesn't seem to work on my system. It just kind of lags out for a few seconds instead.
I've noticed the limping and the body damage and the holding-of-the-sides. That's neat. My computer lags though(duron 1200, radeon 9600xt, 756mb pc100), so it's hard to catch some of these things when I need to.
I think the absence of the on screen displays can kind of make the game more immersive, but I would still like the option of turning on a health indicator just so I can better gauge how much damage I'm taking and regaining while I'm learning.
I've noticed the limping and the body damage and the holding-of-the-sides. That's neat. My computer lags though(duron 1200, radeon 9600xt, 756mb pc100), so it's hard to catch some of these things when I need to.
I think the absence of the on screen displays can kind of make the game more immersive, but I would still like the option of turning on a health indicator just so I can better gauge how much damage I'm taking and regaining while I'm learning.
-
- Posts: 142
- Joined: Sun Apr 18, 2004 8:41 pm
- Location: Portland
- Contact:
i really appreciate david's idea of leaving out any "HUD" to aid in realism/immersion.
i.e., real life doesn't have "life bars"
but from my perspective, you need some type of HUD. in real life you just intuitively know how hurt you are, and it's not just from how bad you are limping or how blurry your vision is. in my hundreds of hours playing this game i still only have a loose idea how much health i have at any given time.
ultimately, i love the idea, but until we hit on a way to display remaining health with pretty great accuracy without a HUD, at the end of the day i'd still turn on a life bar display if it were an option.
i.e., real life doesn't have "life bars"
but from my perspective, you need some type of HUD. in real life you just intuitively know how hurt you are, and it's not just from how bad you are limping or how blurry your vision is. in my hundreds of hours playing this game i still only have a loose idea how much health i have at any given time.
ultimately, i love the idea, but until we hit on a way to display remaining health with pretty great accuracy without a HUD, at the end of the day i'd still turn on a life bar display if it were an option.
-
- Posts: 16
- Joined: Tue Aug 09, 2005 5:14 am
-
- Posts: 16
- Joined: Tue Aug 09, 2005 5:14 am
Are you implying that health indicators are far fetched or ridiculous?Crill3 wrote:No, I know!
1. We can make some USB thingie which you plug into your nose or whatever, and which sends false ouchies to your brain when your hurt ingame (with area damage of course).
2. We can find a way to get INTO the computer, and play the game from there!