The USSFC is losing hope and losing the war, but the poorly equipped Legion are losing soldiers fast. This is the desperate last struggle of two clashing armies... This is Crimson Crow.
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| Any extra adds? (Games : Crimson Crow : Forum : Questions : Any extra adds?) | Locked | |
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| Jun 3 2009, 8:51pm Anchor | ||
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Quote from DefjomDXXok, I like the idea for ragdoll Physics, its always fun to have cause of some funny looks when people die. I dont know much about the r6v2 cover engine, ill check that one out and give some info to ya |
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| Jun 11 2009, 5:18pm Anchor | ||
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Whoa! You slipped another forum post on me. I just had this strange feeling that there was a topic un-answered. Unfortunately physics tend to play a nasty role in net-coding. Which is why I've avoided implementing it for sometime. I set up a system where characters die through a death animation then go to ragdoll. The physics engine built in stock though makes the entire process very...ugly. So I scrapped that idea and felt going for death animations is the easiest and best way to make it. I'd like to get different death animations for each body part shot, but that might be hoping for a lot right now. R6V2's cover system was a great system for corners. It allowed you to blind fire, pop out of cover, snap to cover... ect. The cover system I have in mind is 'snap-less' and doesn't involve you snapping to cover at all. Its more or less a lean system that helps for corners and for firing from cover. Though more effective than a simple lean button. Originally, we planned for hand signals too. So that you could press a key and your character would wave a motion to his team to signal for a tactical movement or whatever the team had in mind. The problem is animations are our downside and we've been unable to get something like that animated. We've been needing to get the cover system fully implemented and to have an internal alpha test to get the kinks worked out, but as it turns out, we have other kinks in the way of the kinks. As for character customization, we originally had a mount system. Where you simply press a button and, say a helmet, would be connected to your player. You could cycle through helmets or not wear one at all. The first being, we modeled the character with armor on. So after some talks and adjustments, we got the character with no armor. I'm thinking we'll have a few characters modeled that will symbolize their class. (For example, the character in the sniper concept will be the sniper design.) If that doesn't happen, more than likely you'll find 3 characters per class. Light sniper, medium sniper, and heavy sniper set-ups. For example. You buy a TCR-7. A standard rifle with a small red-dot scope. You can either upgrade it to an assault TCR, which is the same weapon but with a drum magazine, shorter barrel, and bi-pod added. Or you can set up to the covert TCR. Which is the same gun with a slightly shorter mag, lower caliber rounds, silencer, medium scope, and lightened overall weapon. Thats an example and not official. Some upgrades simply change a weapon a little. While others may drastically affect the weapon. ...Thats a lot of guns. Especially for a indie game such as ours. |
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| Jun 11 2009, 8:37pm Anchor | ||
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I can always trust you for making long posts that explain everyrthing! 84 total weapons. Thats gunna take awhile to model, but its going to be interesting to switch between those. well, thanks for the anwser, answered my unknown questions |
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| Jun 11 2009, 9:05pm Anchor | ||
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Its what I do. Eventually instead of having to explain things, I'd like to have a video or screen shots to show you what I mean. |
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