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>> No.5561584 [View]
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5561584

>>5560754
>>5560861
I dont know how the BD author does it but the easy way (if you can implement it) would be to have separate actors which each have a Radius/Height associated with them. And then pass the damage they take to their "master" which is the monster.
With several that are maintained at different heights you could make each one take different amounts of damage from different damage types, higher or lower painchances (so a leg shot could put them on the ground due to damagetype.pain).
And likewise when it comes to Headshots you would have a smaller cylindrical actor (like Radius/Height 3 basically) which you can have the high damage multiplier on, or even do special stuff like get punched in the head and they have a high chance of being knocked out.
(and non-damage effects like if you take a headshot from a noble fireball having fancy screen colors, or even being instakilled and turned into a lost soul)
OG Xcom games used a similar system, at least for building a 3d model of the terrain (LOFTEMPS) which you never got to see, so that shots could be blocked or let through depending on that model of the terrain and registering the effects on the sprite based tiles.

The main thing I WANT to use it for is separating the hitbox from the collision detection so the standard monster radius doesnt have to be touched (wont get through bars and tight spaces) but their size when it comes to Shooting them will be smaller.
Monster or player with Radius 16 would still need a size 32 hole in map geometry to get through.
But the actual hitbox might be Radius 8 or 10 which is about 2 feet wide... much more realistic and also ignoring grazing hits since demons (and the player) aren't going to take any meaningful damage from those (heck a grazing shot with a rocket isnt even going to make it explode).
It would also nerf shotguns abit because everybody would be thinner, making you have to get a close up solid shot on them for the full damage.

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