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DarkViper Начинающий
Зарегистрирован: 24.04.2005 Сообщения: 3
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Добавлено: Вс Апр 24, 2005 11:55 am Заголовок сообщения: Weapon Realism, but fun! |
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Hello all, greetings from Canada
got a couple complaints about your weapons i saw in the vid. First of all, the graphics look beatiful, dont change a thing, looks like you truly worked hard on it. However, im going to talk a little realism here.
Currently as it looks, a Glock model 17 looks like its packing more punch than your Python. This gun is meant to make things fly, especially lifeless zombie like creatures. The screen doesn;t kick back, nor does an enemy look like hes getting hit, and when he dies, he just flops down to the ground.
You need to add alot of stopping power to these weapons. The python and the pancor jackhammer shotgun are perfect examples. Don't it feel a little weird to be point blank with a shotgun and when you kill somethign theres no force behind it? Come on guys! Use that ODE engine to its potential and have corpses fly back with considerable force when the die from the shotgun or .357. The machinegun looks like it pushes ragdolls back a bit, but not enough to complensate for the obvious power it has.
These are mostly just script fixes, and ive worked with enough engines in the past to know its mostly just either increasing damage (as in HL2s case) or increasing kickback and not damage (as in Doom3's case). I prefer the latter.
Just remember: Ragdolls flopping to the ground = not fun. Flying corpses = awsome and hilarious video footage material, and tonnes of fun to be had in game. |
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Velmar Small Fl00der
Зарегистрирован: 07.01.2004 Сообщения: 25 Откуда: Воронеж
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Добавлено: Пн Апр 25, 2005 2:36 pm Заголовок сообщения: |
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[quote]Currently as it looks, a Glock model 17 looks like its packing more punch than your Python[/quote]
It's not Glock in reality, it's Walther P99. :)
[quote]The python and the pancor jackhammer shotgun are perfect examples.[/quote]
It's not jackhammer, it's H&K CAWS ;)
Speaking about weapon balance, I want to say that everything is tuned to be as gameplayeble :) as possible. |
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TOG|glowplug Начинающий
Зарегистрирован: 25.04.2005 Сообщения: 6 Откуда: Australia
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Добавлено: Пн Апр 25, 2005 7:02 pm Заголовок сообщения: |
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While I agree that the effects used in hl2 work very well I quite like the way the characters in Hellforces frag - it fits in well with the theme.
I'm also finding the weapons work well, they have a good feel for this game.
I found the swing of the pipe and baseball bat a little strange at first but it was just a question of getting used to. They require a little work to strike good blows which adds a nice challenge. I like to build up on ammo in the early parts of a game.
Just the same I cannot say too much at this stage as I have not used all of the weapons.
I'll put the reason for that in another thread. |
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DarkViper Начинающий
Зарегистрирован: 24.04.2005 Сообщения: 3
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Добавлено: Вт Апр 26, 2005 11:20 am Заголовок сообщения: |
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[quote="Velmar"][quote]Currently as it looks, a Glock model 17 looks like its packing more punch than your Python[/quote]
It's not Glock in reality, it's Walther P99. :)
[quote]The python and the pancor jackhammer shotgun are perfect examples.[/quote]
It's not jackhammer, it's H&K CAWS ;)
Speaking about weapon balance, I want to say that everything is tuned to be as gameplayeble :) as possible.[/quote]
hmm, you might have misunderstood me a bit XD
When i said "As it looks, a Glock model 17 packs more punch" i mean that the revolver jsut looks like it needs to smack more force behind the bullet impact on enemy death. They just fall down (as ive seen in the vids).
And ok, i can see now that its a CAWS. Both that and the Jackhammer tend to look the same in v-weap mode ;)
The balance of weapons look awsome. But some of them just need more force.
I dont know, maybe playing the game i might think differently, i just love seeing physics engines being used to their max potential. Especially ODE. |
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Velmar Small Fl00der
Зарегистрирован: 07.01.2004 Сообщения: 25 Откуда: Воронеж
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Добавлено: Вт Апр 26, 2005 2:56 pm Заголовок сообщения: |
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[quote]I dont know, maybe playing the game i might think differently, i just love seeing physics engines being used to their max potential. Especially ODE[/quote]
If you only knew how much time we wasted to make ODE physics look good. :roll: But we did :D |
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Scuzzm0nkey Начинающий
Зарегистрирован: 31.07.2005 Сообщения: 1
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Добавлено: Вс Июл 31, 2005 8:46 pm Заголовок сообщения: |
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You have some strange ideas about weapon physics, Darkviper.
A close range shotgun blast won't knock someone off their feet.
A bullet from a handgun won't send someone flying.
There's a little physics law that says every action has an equal and opposite reaction, so if weapons really behaved the way you seem to consider "realistic", you wouldn't be able to stay standing while firing. Movies have distorted people's views on weapons greatly.
HL2? Shoot someone with a shotgun and they'll travel a good 25 feet. That's horribly unrealistic. I think the ragdoll effect is well implemented in this game. |
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