Restless Souls/Wishlist: Difference between revisions

m
a few thought on sockets and powerups
m (+ hypospray glow texture)
m (a few thought on sockets and powerups)
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====HUD====
====Difficulty====
Easy
* -20%? health for foes
 
Normal
 
Hard
* +20%? health for foes
* foe class upgrade?
 
Extreme
* shorter reaction times of AI ("killmequick")
* powerups on the ground can be destroyed quite easily by projectiles or heavy h2h attacks
** ammo -> blast damage and fire
** cell -> blast damage and stun effect
** hypo -> little blast damage and a cloud of healing gas
** shield -> major blast damage
** invis -> blinding
** LSI -> mission failed ?
 
 
====Powerups====
If powerups don't spam the area they should fall to the ground after use. They should be throwable and kickable to attract the attention of foes.
 
=====Hyposprays=====
=====Hyposprays=====
'''Object creation'''
'''Object creation'''
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* health bar interaction (the pretty, circular one)
* health bar interaction (the pretty, circular one)
* usage of visible hypospray slots on the character ? (think of belts or vest pockets)
* usage of visible hypospray slots on the character ? (think of belts or vest pockets)
** "sockets" can be used for this


'''Disadvantage of sockets'''
* They have to be defined in the skeleton.
* Weapons and items would quickly make the appearance of a character very crowded.
** Maybe there should be a weight penalty to motivate h2h combat. As less items you carry around as faster, powerful and agile you are. Reminded to Ultra saiyan vs Super saiyan?


====HUD====
'''Health bar interaction'''
'''Health bar interaction'''


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'''Slots and health bar recreation'''
'''Health bar recreation'''


There are basically two options. We use either a dynamic material (computed texture) or real textures for the health bar.
There are basically two options. We use either a dynamic material (computed texture) or real textures for the health bar.


====Normal maps====
====Normal maps====
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