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Futuza

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Posts posted by Futuza

  1. right, well the animations are in JKG but honestly it feels like prone might break the flow of gameplay, honestly. There's been some disagreement as to how fast the pace of the game should be. I've always upheld the belief that the game should be fast-paced and require a lot of skill. There's arguments to make the game more realistic though.

    I think prone would actually support the pace of the game.  Just make it hard (slower) to get up when a character goes prone, that way you expose yourself to being charged, etc...  Plus you can't really dodge on the ground.  I think its a fair feature.  Not sure it'd really add all that much though to be worth the effort.  Something we'd have to talk about I think.

  2. There's something...off? about the dialogue. It just struck me as kinda corny.

    You know I thought about that a little and kept debating it in my head.  The way he starts out, "I will kill you and all of your kind."  Seemed a little corny, but then I was like...well if I were him I'd probably say something along those lines too.  I think some of it was intentional, at least that's what has been hinted at by the maker - in an attempt to portray a different culture basically.  Not sure if it working or not.  The other problem is probably because its the same voice actor talking to himself.  That's a bit hard to do and make it sound not-cheesy.  I thought at least what the machine was saying was spot on, R'Ha himself is a bit off though I agree.

    therfiles likes this
  3. The whole purpose of the -vis stage is to calculate the visibility, hence the name. To that end it takes into account only the structural brushes. The point of it is so the game only needs to calculate what's currently (potentially) visible. If you were to put a huge structural box around the map and make everything else detail, the -vis stage would conclude that everything is always visible, so you'll want to retain the basic layout of the map, while making details... well, into detail brushes.

    So what are the advantages of say breaking the map into different sections separated by structural brushes, versus one big structural box surrounding everything?

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