bullet time
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bullet time
david could put in a bullet time system,
you get a slowmo button, but you only can slow down things for up to 10 seconds, and it only affects a small area (idacated by a trasparent dome of energy)
he could also put in the ability to catch martial projectils
oops, i clicked new topic
you get a slowmo button, but you only can slow down things for up to 10 seconds, and it only affects a small area (idacated by a trasparent dome of energy)
he could also put in the ability to catch martial projectils
oops, i clicked new topic
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- Joined: Sun Oct 09, 2005 12:19 pm
Actually, slow motion doesn't seem like a bad idea
Certain automatic slow-mo effects in the game helped make Lugaru how it is, when getting close to knocked out, dead, and most important, after a kill. However, manuel Slow motion made Black Shades the great game it was. Missions could be completed and the game looked so much more cooler in general. I think this would have the same effect for Lugaru too. Instead of a magical bubble that slowed down things inside, it should be generally the same as black shades. Their have been some spectacular things we've seen in Lugaru, slow motion would let us see things way more clearly. Also, fighting would be substantially cleared, players will be able to watch smooth animations and pull off some great combos instead of just fast clicking and sparratic shift pushing. Of course, maybe a little more health should be given to the enemies then, or not. With the upcomming Lugaru 2's pheonix engine, some things may need a slow motion for players to grasp the amazement of great fighting and awsome physics soon to come.
You can activate slow-mo manually with the 'b' key in debug mode. Granted, it isn't quite the same as BlackShades'.
However "fast clicking and sparratic shift pushing" is to L1's gameplay what babbling is to sensible speech. Turner knows better than that. There is an impressive array of features--some documented, some not. You've got to explore the game.
And this might well be even truer for L2, which is great
(Edit: sorry if that sounded a little harsh. No offense was intended during the creation of this post.)
However "fast clicking and sparratic shift pushing" is to L1's gameplay what babbling is to sensible speech. Turner knows better than that. There is an impressive array of features--some documented, some not. You've got to explore the game.
And this might well be even truer for L2, which is great
(Edit: sorry if that sounded a little harsh. No offense was intended during the creation of this post.)
Why not make it affect you in a good and a bad way?
If any of you have played either game of the Fallout series, I am sure you are familiar with its concept of drugs.
The premise is very simple:
Every mind-altering substance has a chance of you getting addicted to it every time you use it. Furthermore, the effects are temporary, and once they wear off, you actually suffer from withdrawal, id est, the stats that have been boosted before now are below par, and significantly so.
I would find it interesting to see a similar thing in Lugaru 2.
If any of you have played either game of the Fallout series, I am sure you are familiar with its concept of drugs.
The premise is very simple:
Every mind-altering substance has a chance of you getting addicted to it every time you use it. Furthermore, the effects are temporary, and once they wear off, you actually suffer from withdrawal, id est, the stats that have been boosted before now are below par, and significantly so.
I would find it interesting to see a similar thing in Lugaru 2.
Oh yeah I see. Stopping time in just one particular spot is a very cool idea. They are using these special time grenades for multiplayer in Timeshift which proves to be very interesting (And yes, I read that whole damn article). In game, this kind of effect could be very dumb, I dunno. As a multiplayer option it could be an awesome game enhancement. Imagine playing dodge except that instead of this happy-go-lucky knife fling (whoa, that does sound happy go lucky) there could be small, maybe one foot long barriers leading to the dodgers. The barriers would be invisible lines that would slow down things at least triple the speed as the objects would fly through them and into the players, hopefully. This would give the throwers reason to time and maybe even stratigize when to throw the knives, while giving the players a chance to actually dodge (I dunno if dodging will be very easy, or really hard).