Author Topic: damage to player model  (Read 540 times)

seiki

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damage to player model
« on: December 29, 2003, 06:27:30 pm »
i dont think crystal space supports this feature, but something along the lines of dynamic polygonal damage to the payer model would be interesting.

kinda like actually having a hole in you after being shot by a sheaf arrow that would go away with a cure light wounds, just like it would in real life. (hmm... cure light wounds... real life... problem there... ^_^)

or, losing a limb. same idea. i dont think enough rpg\'s have that feature. just remember back to jedi knight 2, if you set the value a little higher for dismemberment, you can actually cut your opponents in _half_ if you hit them right.

also, level damage would be entertaining. think red faction. i know that could get a little rediculous, but it certainly would make waging war against another nation/city interesting.
« Last Edit: December 29, 2003, 06:33:45 pm by seiki »

Draklar

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« Reply #1 on: December 29, 2003, 06:32:33 pm »
hail the lag monster :P
seriously, something like that would bring way too much lag...
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Xordan

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« Reply #2 on: December 29, 2003, 06:33:06 pm »
I have a feeling that I posted this idea about.... 2 months ago.... use the search thingamabob... Still I would like this. :D

seiki

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« Reply #3 on: December 29, 2003, 06:40:02 pm »
jeeze, i have the topic up for a half second and theres two replies. :)

yeah, i know its a very resource intensive thing to do, and thus its rarity. but still. ^_^ fun stuffs.

Vengeance

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« Reply #4 on: December 30, 2003, 05:41:29 am »
I don\'t know how we would do it, but you never know...  it would certainly be cool.  :-)

KwartzTheKran

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« Reply #5 on: December 30, 2003, 01:46:48 pm »
Got a simple idea, would it not work to use a secondary mostly transparent skin (except injury marks, scrathes and tares), and when hp goes below a certain mark the transparent skin is put over, just a thought.


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Wedge

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« Reply #6 on: December 30, 2003, 10:39:17 pm »
Not unless Crystal Space supports multi-layer textures... which I don\'t know if it does or not.  I think using mirrored character textures was something from the old version, coz\' that would throw it off aswell.  Dynamic polygon transformations are certainly just a little too advanced.  

There is a very good way too add damage detail without any special effects, though it depends on how much work the animators want to do.  Many 3rd person games have characters start walking with a hobble, or looking otherwise injured or tired as their health depreciates.  This can even have real gameplay effects as you will actually be slower, like unable to run properly when badly wounded.  Eternal Darkness did this imparticularly well with a number of different animations for varying health levels.
« Last Edit: December 30, 2003, 10:40:20 pm by Wedge »
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