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| Visual effects for injuries https://www.runestorm.com/forums/viewtopic.php?f=71&t=45845 |
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| Author: | Kaboodles [ Wed Nov 07, 2007 8:06 am ] |
| Post subject: | Visual effects for injuries |
I would really love to see some visual effects and view messer-uppers for people who get seriously injured. Like if your health goes down below 60, your vision gets blurred a little, or turns a shade of red or something. Maybe lose color saturation if possible, like in Far Cry. The effect would increase in intensity the lower your health gets, and will gradually return to normal once you start picking up health-packs. I'm asking for this because I've taken to playing without the HUD, as it's a lot more immersive and challenging, as it forces you to use your laser sights and iron sights, and estimate your ammo reserves. However, it gets hard trying to figure out how injured you are especially if you're attacked while wearing shields or at health levels higher than 100. Generally, a guy should be able to know if he's been badly injured or not, without some health gauge in the corner. Better audio effects would be great as well. Would it be possible to temporarily deafen someone who gets too close to an explosion? Getting too close to an exploding grenade or rocket should have your ears ringing for a bit, gradually shifting back to normal hearing. Also, it would be great to have better directional indicators for where you're hit from. The stock UT2004 ones work, but they're kinda boring. |
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| Author: | DK [ Wed Nov 07, 2007 9:14 am ] |
| Post subject: | Visual effects for injuries |
I like the near-death effects EA (oh my lord!) did with Black: your screen would go black and white, your vision blurred and everything slows down with the sounds echoing in slow-mo around you... T'is wicked, I tell you... and very immersive... Yeah... I wish RS did damage/near-death effects too... The racing heartbeat was already done by ChaosUT2... but robots don't have hearts (kinda bugs me since I like using robots)... maybe they could have machine ticks... |
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| Author: | Rayne_870 [ Wed Nov 07, 2007 10:32 am ] |
| Post subject: | Visual effects for injuries |
mmm Black...damn you now i have to go play that again.... the only thing i can think of being close to this is the bloodloss hardcore mutator, if you get below the amount of health you specify in the settings you will begin to bleed to death, as well as experience slowdown in your running speed. kinda adds a new element to the game in ballistic conflict as you can wound your opponents rather than kill |
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| Author: | LtCLifff [ Wed Nov 07, 2007 10:39 am ] |
| Post subject: | Visual effects for injuries |
Bleeding? Theres already a mod for that. Cant remember where though... I think filefront. called bloodloss lite and classic |
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| Author: | SX [ Wed Nov 07, 2007 11:25 am ] |
| Post subject: | Visual effects for injuries |
this sounds awesome. We needs this |
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| Author: | DK [ Wed Nov 07, 2007 12:08 pm ] |
| Post subject: | Visual effects for injuries |
Heh, I've been using Bloodloss even before BW came out... I offered the ideas about 4-team-colored blood and race blood (the original only had red blood). Ah, the sweet days... |
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| Author: | Bjossi [ Thu Nov 08, 2007 10:17 am ] |
| Post subject: | Visual effects for injuries |
This is a good idea and all, but we need to keep some things in mind: Speed of change. If you get attacked by a machinegun weapon, wouldn't it be strange to see these effects appear at lightning speeds? Maybe these effects should appear if your health stays at a certain point for a set amount of time. The bots. They'd get one hell of an edge since they use numbers to navigate while we use a motion picture. There would need to be number modifications when the bots get unhealthy. |
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| Author: | Captain Xavious [ Thu Nov 08, 2007 11:58 am ] |
| Post subject: | Visual effects for injuries |
This is an awesome idea. I think I mentioned something like this earlier, only my idea was that your vision would simply darken, and if you get beyond 100 health, it'd start to go white, sort of as an indicator that you have more than 100 health. And Bjossi brings up some good points. Instead of having to be at that level of health for so long, why not have some lag between the screen effects showing and your health going down? That way, if your health suddenly drops, there would be some delay before the vision changes. And the idea of robots having different effects is an awesome idea I never thought of before. Perhaps heavy visual static could be applied? One thing that would also be awesome, though really anoying, is to have something like cut and studdering frames, like erratic fps and stuff like that. |
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| Author: | Bulska [ Thu Nov 08, 2007 12:50 pm ] |
| Post subject: | Visual effects for injuries |
I like this idea, but do all you can to make it NOT annoying or blocking my sight in any case, I hate being blinded where bots can see without any problem. So probably just bloody edges on the screen would fit in, with blood dripping and other cool visual effects, but not too crowded or blinding. |
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| Author: | Kaboodles [ Thu Nov 08, 2007 3:08 pm ] |
| Post subject: | Visual effects for injuries |
Actually, bots are affected by the AM67's flash and MRS138's tazer. If you hit one of them with either, it stops what it's currently doing to run around aimlessly for a bit. A bot "stoopidizer", as they call it. I think it happens for the Lightning Gun as well, but I don't use it much so I dunno. I don't see why there has to be a delay. If you get seriously injured, you're going to feel the effects almost immediately. If you meant that the effect gradually comes into effect to the right level (according to health) instead of immediately jumping to where it's supposed to be, then that I agree with. Species-specific effects would be great. A framerate drop for robots would be terrible though. We need to keep the disruption level balanced for each species. Also, while we're on the subject, would it be possible to temporarily deafen someone who gets too close to an explosion? Getting too close to an exploding grenade or rocket should have your ears ringing for a bit, gradually shifting back to normal hearing. |
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| Author: | Captain Xavious [ Thu Nov 08, 2007 3:42 pm ] |
| Post subject: | Visual effects for injuries |
Yeah, fps drop would be bad, but I'm just imagining one of those scenes from the terminator movies where you see from the terminator, and all those graphical errors and stuff are showing up. Would be pretty cool, but a bit unfair, unless you made humans suffer from bloodless and the robots get this instead maybe, since robots and humans would probably behave a lot differently from wounds. |
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| Author: | Bjossi [ Thu Nov 08, 2007 4:24 pm ] |
| Post subject: | Visual effects for injuries |
Bulska wrote: I like this idea, but do all you can to make it NOT annoying or blocking my sight in any case, I hate being blinded where bots can see without any problem.
The bots being affected by this feature can be coded without too much trouble. It's the same way how they get "blinded" by the AM67's alt. fire, as Kaboodles said. |
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| Author: | Bulska [ Fri Nov 09, 2007 1:23 am ] |
| Post subject: | Visual effects for injuries |
They don't seem blinded by the screen blood, which is the only reason why I shut it off when playing ballistic. |
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| Author: | Bulska [ Thu Dec 06, 2007 2:34 am ] |
| Post subject: | Visual effects for injuries |
O.o I killed a TOPIC... |
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| Author: | Bjossi [ Thu Dec 06, 2007 12:01 pm ] |
| Post subject: | Visual effects for injuries |
The screen blood is nothing but a useless visual feature meant for humans. It is unlikely that we get blood directly on our eyes, so why should bots (or our own character, for that matter) be affected by it? |
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| Author: | ShadowBlade [ Fri Dec 07, 2007 4:36 am ] |
| Post subject: | Visual effects for injuries |
interesting.. it could work, maybe as a seperate style of play, seperate from standard HUD arrangements..
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| Author: | Kaboodles [ Fri Dec 07, 2007 10:10 am ] |
| Post subject: | Visual effects for injuries |
Always optional, of course. |
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| Author: | Bulska [ Fri Dec 07, 2007 11:03 am ] |
| Post subject: | Visual effects for injuries |
lately I'm also playing without HUD or crossair, and I really need to know how much health and Adrenaline I have without HUD, cuz HUD isn't that realistic. |
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| Author: | Kaboodles [ Fri Dec 07, 2007 12:22 pm ] |
| Post subject: | Visual effects for injuries |
How would you show adrenaline effects? A yellow tint around the edges of your view? |
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| Author: | Bjossi [ Fri Dec 07, 2007 2:51 pm ] |
| Post subject: | Visual effects for injuries |
Bulska wrote: lately I'm also playing without HUD or crossair, and I really need to know how much health and Adrenaline I have without HUD, cuz HUD isn't that realistic.
Maybe it would be best to sacrifice some realism in order to make the game playable, don't you think? Your request about a non-HUD stat display is impossible, because a heads up display is the only way to tell you these stats. But the method can be changed, the HUD could be merged with the content. Like displaying ammo stats on the gun itself. Where to put health and armor stats might be a problem though. . . |
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| Author: | Captain Xavious [ Fri Dec 07, 2007 3:08 pm ] |
| Post subject: | Visual effects for injuries |
I exit the game with a key combo... But really, someone outghta look into what it takes towards making a custom HUD. Some sort of screen overlay that fades more red or something when you have less health, some sort of bars to show relative ammo amounts, and maybe some sort of pulsing object (perhaps a yellow tint arond the edge of the screen?) that increases in its pulse rate depending on how much adren you have. |
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| Author: | SX [ Fri Dec 07, 2007 4:16 pm ] |
| Post subject: | Visual effects for injuries |
Kaboodles wrote: How would you show adrenaline effects?
A yellow tint around the edges of your view? A very good idea Yellow tint- Speed Orange tint- Berzerk Green tint- Booster |
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| Author: | Bjossi [ Fri Dec 07, 2007 4:53 pm ] |
| Post subject: | Visual effects for injuries |
Captain Xavious wrote: But really, someone outghta look into what it takes towards making a custom HUD.
I would like a HUD that is simpler in design, like health and armor with white letters in black boxes with the medical plus sign and armor icons. The same concept with ammo stats, but on the other end of the display. I personally don't need to know anything else. |
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| Author: | Bulska [ Fri Dec 07, 2007 5:12 pm ] |
| Post subject: | Visual effects for injuries |
I don't think people have little windows and icons infront of their faces... But a way to indicate health armor ammo and adrenaline isnt that hard. Health - colour change to red on sides mostly. Armor - When you're hit you see armor stuff, which is good at it is. Ammo - Just remember a little what you shoot. Adrenaline - Colourfull colour change at sides. |
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| Author: | Kaboodles [ Fri Dec 07, 2007 5:15 pm ] |
| Post subject: | Visual effects for injuries |
SX wrote: Kaboodles wrote: How would you show adrenaline effects? A yellow tint around the edges of your view? A very good idea Yellow tint- Speed Orange tint- Berzerk Green tint- Booster No I mean the amount you adrenaline you already have on your person. We don't need tints for the effects themselves, as the effects are already visible to you. I like your idea, though Xav, with the pulsating tint. For ammo and weaponmodes, we could always just have a quiet text indicator in the corner or something. |
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| Author: | Captain Xavious [ Sat Dec 08, 2007 6:06 pm ] |
| Post subject: | Visual effects for injuries |
Alright, I have an idea for a HUD that has a minimalistic, unobtrusive approach to it, and I'm gonna take a shot at making it. I'd like to find a good tutorial for this, but if that can't be found I'll reverse engineer an available mutator for an alternate HUD. Basically, it'll have no numbers whatsoever. Instead, for health, it'd have, like discussed earlier, a red overly, with the outside edges being darker than the inside, and it's opacity would = current health/max health. For armour, it'd be a blue quarter circle in the bottom left corner of the screen, where it's scale would = current armour/max armor. Ammo would be the same, only red and in the lower right corner of the screen. Adrenaline would be pretty much the same too, only its yellow and in the middle of the top edge of the screen (half circle) or if I find a use for the upper left circle, it'd be in the upper right circle. I'd like to have a quarter circle underlying the ammo indicator to represent your ammo in reserve, but I don't know how hard that'd be. Basically, that's my HUD design in a nutshell, no elaborate graphics, simple implementation, and unobtrusive. Also, I'd like to just have additional HUD elements for different game types (and BW) be added in like normal, but custom designs for those would be nice to add in too, at some point. A BW stamina bar properly implemented into the HUD would be a nice touch too. |
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