A few (damage model related) suggestions
-
- Posts: 128
- Joined: Wed Jul 17, 2013 11:59 pm
Re: A few (damage model related) suggestions
And seeing what they done so far with Overgrowth... If they go for dismemberment you can be sure it will be no less than friggin awesome.
-
- Posts: 128
- Joined: Wed Jul 17, 2013 11:59 pm
Re: A few (damage model related) suggestions
Here is a something I noticed - when you are fighting with swords there is way too little blood coming when you go for inner cuts (insted of the "long cuts"). I think it should pool under the body and not just leave a couple of drops.
-
- Posts: 128
- Joined: Wed Jul 17, 2013 11:59 pm
Re: A few (damage model related) suggestions
I was thinking they should add "arteries" to the game - locations that if are cut by knife will bleed massively.
-
- Posts: 832
- Joined: Sat Jul 06, 2013 2:41 am
- Location: Montgomery, Alabama
Re: A few (damage model related) suggestions
When you cut your character's throat it spurts blood for a while, like if you cut an artery. Perhaps they could expand on that system?valentinbk wrote:I was thinking they should add "arteries" to the game - locations that if are cut by knife will bleed massively.
-
- Posts: 128
- Joined: Wed Jul 17, 2013 11:59 pm
Re: A few (damage model related) suggestions
Never noticed that . I did cut throats a couple of times but the effect was the same as in anywhere else.AmorphousGamer wrote:When you cut your character's throat it spurts blood for a while, like if you cut an artery. Perhaps they could expand on that system?valentinbk wrote:I was thinking they should add "arteries" to the game - locations that if are cut by knife will bleed massively.
Re: A few (damage model related) suggestions
In my opinion the bleeding amount from wounds is currently pretty good. Not kill-bill style, please.
But blood decals could have more presence when in big sword fights, death bodies, or fatal wounded chars. I wonder what happened with this 3D blood effects that was worked a loong time ago and I thought it was one of the most awesome blood effects I had seen on a game: http://www.youtube.com/watch?v=z1IsxDQ5cPg
But blood decals could have more presence when in big sword fights, death bodies, or fatal wounded chars. I wonder what happened with this 3D blood effects that was worked a loong time ago and I thought it was one of the most awesome blood effects I had seen on a game: http://www.youtube.com/watch?v=z1IsxDQ5cPg
Re: A few (damage model related) suggestions
It might be too computer-intensive to add in, at least for now. Even the current blood effects cause extreme lag for many people. They might be able to add those in if and when they optimize the game to work faster on all sorts of computers.Exmanko wrote:In my opinion the bleeding amount from wounds is currently pretty good. Not kill-bill style, please.
But blood decals could have more presence when in big sword fights, death bodies, or fatal wounded chars. I wonder what happened with this 3D blood effects that was worked a loong time ago and I thought it was one of the most awesome blood effects I had seen on a game: http://www.youtube.com/watch?v=z1IsxDQ5cPg
-
- Posts: 128
- Joined: Wed Jul 17, 2013 11:59 pm
Re: A few (damage model related) suggestions
I`d like to bump this post, especially for more blood on the environment.
Re: A few (damage model related) suggestions
He had some epic environment blood splatters at one point... I wonder where that ever went.
Part of me wishes that David could clone himself.
Part of me wishes that David could clone himself.
-
- Posts: 214
- Joined: Mon Aug 12, 2013 10:30 pm
Re: A few (damage model related) suggestions
It think he means that the cut decals should look more like there are actually holes in the body than thin lines of blood. So instead of just a flat red color there wore be a darker red in the middle to suggest an actual physical wound instead of a you drew on them with magic marker.
Re: A few (damage model related) suggestions
+10000000000000 to disemberment
Re: A few (damage model related) suggestions
That's worthy of a search, on the forums. It's been discussed to hell, back and then back to hell again. At least twice.
It's difficult to implement well, effectively a cosmetic feature with no gameplay implications and would eat up dev time better spent on more important features.
It's difficult to implement well, effectively a cosmetic feature with no gameplay implications and would eat up dev time better spent on more important features.
-
- Posts: 214
- Joined: Mon Aug 12, 2013 10:30 pm
Re: A few (damage model related) suggestions
Technically having any blood at all is purely cosmetic.
-
- Posts: 128
- Joined: Wed Jul 17, 2013 11:59 pm
Re: A few (damage model related) suggestions
I disagree, blood is part of the feedback you get on combat, along with the animations and the sound design. Overgrowth already has pretty much the best bleeding effects I have seen in a game and my suggestions are based on expanding what we already have. I`m not expecting 3d wounds and gore, even though that would be totally awesome.Korban3 wrote: It's difficult to implement well, effectively a cosmetic feature with no gameplay implications and would eat up dev time better spent on more important features.
-
- Posts: 128
- Joined: Wed Jul 17, 2013 11:59 pm
Re: A few (damage model related) suggestions
This is what I would want to see in the endgame, more blood on the attacked, and some blood on the attacker (maybe I`m watching too many horror movies ).
http://i.imgur.com/S74PoRj.jpg
For anyone wondering I tried increasing how much characters bleed, managed just to set a ridiculous value for blood amount on the throat execution.
http://i.imgur.com/S74PoRj.jpg
For anyone wondering I tried increasing how much characters bleed, managed just to set a ridiculous value for blood amount on the throat execution.