Ion Fury "formerly Ion Maiden, launching August 15!"
#451 Posted 06 November 2017 - 05:30 PM
#452 Posted 06 November 2017 - 05:57 PM
Good to hear that progress has reached this stage.
#453 Posted 11 November 2017 - 06:52 PM
This post has been edited by brullov: 11 November 2017 - 06:52 PM
#454 Posted 11 November 2017 - 06:58 PM
brullov, on 11 November 2017 - 06:52 PM, said:
WOW! My favorite touch is the damaged chair decal. Talk about attention to detail!
#455 Posted 11 November 2017 - 07:01 PM
Did anyone else notice the physics and interactivity??!?! The bomb blew up the closest chair and pushed away and partially damaged the chair to the right. The gibs also seem to have some nice physics.
Still, where are the skeletons in those bad guys?
#457 Posted 12 November 2017 - 02:01 AM
brullov, on 11 November 2017 - 06:52 PM, said:
Wow, I dunno...
- The explosion looks nice.
- The "particles" look nice.
- Graphical artifact near the explosion... looks bad.
- Very static animations and a firing animation that actually looks terrible.
- Seemingly no environmental destruction.
Half good, half bad so far but of course it's only a one second video.
This post has been edited by Zaxx: 12 November 2017 - 02:02 AM
#459 Posted 12 November 2017 - 03:00 AM
Zaxx, on 12 November 2017 - 02:01 AM, said:
- The explosion looks nice.
- The "particles" look nice.
- Graphical artifact near the explosion... looks bad.
- Very static animations and a firing animation that actually looks terrible.
- Seemingly no environmental destruction.
Half good, half bad so far but of course it's only a one second video.
Did you really have to quote it? It's only 3 posts above...
Anyway I agree it would be nice to have a bit more environmental destruction. It's pretty hard to do destructible geometry in a generalized way of course, but perhaps some textures could be replaced by damaged textures. Especially obviously fragile textures like those computer screens. It would be interesting to see how far the game can push environmental destruction though the altering of wall and floor/ceiling textures in proximity to explosions and gunfire. On the other hand it'd need to be somewhat restricted and controlled in order to look good and consistent. I.e things like bookshelves with books getting damaged would only look good if the wall is split up such that there isn't a 10m long bookshelf getting ruined from a single explosion at one end.
Still, the game is in development and I'm there's improvements to come in the future.
#460 Posted 12 November 2017 - 04:01 AM
#462 Posted 12 November 2017 - 07:18 AM
Trooper Dan, on 12 November 2017 - 04:01 AM, said:
It's always the best for feedback to shooting (or throwing in this case) to be instant in a first person shooter. I don't think I've ever used a satisfactory gun in an FPS that delays the firing after the immediate user press to make way for an animation.
#463 Posted 12 November 2017 - 07:25 AM
I suppose a balance had to be found as far as projectile speed and arc. I think it would look more realistic if slowed down and arced higher but it might affect gameplay and so it needed to be how it is now.
I'll have to go back and take a look at how throwing dynamite or a bomb works in RR and Blood. Maybe they are all like this. I don't remember.
This post has been edited by Mark.: 12 November 2017 - 07:28 AM
#464 Posted 12 November 2017 - 07:37 AM
As you can see those panels are floor and ceiling textures. No as easy to break but we will take a look into the possibility. Just be sure there will be lots of destruction though.
Thanks for the feedback and comments.
Zaxx Could you point me to the graphical artifact near the explosion? Thanks.
This post has been edited by DavoX: 12 November 2017 - 07:37 AM
#465 Posted 12 November 2017 - 08:19 AM
Zaxx, on 12 November 2017 - 02:01 AM, said:
the direction the hand comes forward & the direction the projectile goes doesn't match up - the grenade is shooting straight out from the center of the screen, but the hand appears to be moving from right to left.
but that could be an illusionary product of the following sentence.v
agree with dan: the timing between the hand and grenade seems off.
also agree with Mark. - either the toss is too close to tell, or there's no arc in the projectile - it moves pretty flat.
DavoX, on 12 November 2017 - 07:37 AM, said:
the projectile appears to be in the air, not on the floor. More like a softball than a bowling ball.
-Even then professional softball pitchers usually have a windup & then their hand doesn't come up that high after release.
edit: these are just my opinions, and it is a game, so use whatever laws of physics & motion you want.
This post has been edited by Forge: 12 November 2017 - 08:50 AM
#466 Posted 12 November 2017 - 09:06 AM
DavoX, on 12 November 2017 - 07:37 AM, said:
There is a weird vertical yellow line at the base of the explosion. Looks like those good old graphical glitches of EDuke32.
#467 Posted 12 November 2017 - 09:15 AM
#468 Posted 12 November 2017 - 09:31 AM
Zaxx, on 12 November 2017 - 09:06 AM, said:
it's caused by the projectile leaving anomalies before there's even an explosion.
This post has been edited by Forge: 12 November 2017 - 09:34 AM
#469 Posted 12 November 2017 - 09:38 AM
Micky C, on 11 November 2017 - 07:01 PM, said:
Did anyone else notice the physics and interactivity??!?! The bomb blew up the closest chair and pushed away and partially damaged the chair to the right. The gibs also seem to have some nice physics.
Still, where are the skeletons in those bad guys?
Blood did this in 1997
I think the hand somehow looks to masculine in the gif.
This post has been edited by Tekedon: 12 November 2017 - 09:40 AM
#470 Posted 12 November 2017 - 09:46 AM
Zaxx, on 12 November 2017 - 09:06 AM, said:
Ah. That's the projectile trail it leaves behind. It only spawned one because it immediately touched an enemy. Otherwise you'd see a bomb following an enemy and leaving a trail behind until there's an explosion or a full stop.
#471 Posted 12 November 2017 - 09:48 AM
DavoX, on 12 November 2017 - 09:46 AM, said:
Oh yeah, now I see it in the frames before the explosion too... but why does it stay there during the explosion?
#472 Posted 12 November 2017 - 10:00 AM
This post has been edited by DavoX: 12 November 2017 - 10:06 AM
#473 Posted 12 November 2017 - 10:29 AM
#474 Posted 12 November 2017 - 11:58 AM
P.s. we didn't code sector/wall texture destruction based on radius damage yet. It will definitely be in the game.
#475 Posted 12 November 2017 - 01:28 PM
DavoX, on 12 November 2017 - 09:46 AM, said:
I'd assumed it was a bomb fuse myself.
#476 Posted 12 November 2017 - 03:39 PM
Daedolon, on 12 November 2017 - 07:18 AM, said:
Then at least make the hand come up at the same time instead of with a delay, and make the hand line up with the projectile.
#477 Posted 12 November 2017 - 04:46 PM
I'm sure it will all make sense when the game is playable.
#479 Posted 13 November 2017 - 11:15 AM
Loke, on 12 November 2017 - 02:22 AM, said:
Indeed ! Looks awesome !!