You assume the role of team leader in the tactical response team of a major city police force. Your work is to plan and carry out tactical entry in barricade and hostage situations with the least possible loss of life the desired outcome.
Crisis Response is a side-scroller that strives to provide a realistic model for projectile interactions and injuries. Once someone is hurt the player will be working against the clock to save them. Gear and tactics must be chosen carefully to minimize damage and resistance.
Hi! I've just uploaded the updated game version. I've been working on changing the wound visuals the past couple of weeks. This update improves the wound visuals in a number of ways. The download is here:
The entry and exit wound visuals are more dynamic now. Before each ammunition type had a specific decal for entry and exit respectively that was simply pasted in place. Now they are rendered. That means that I can control them in much more detail. How a wound will look is now determined by the projectiles energy (velocity and mass) and its size. For the exit wounds it in addition depends on how much cavity was created in the body part which was hit by the bullet.
The new entry and exit wounds.
Since the wound visuals now depend on the real-time properties of the bullet, it also means that a bullet that has lost energy (by passing through a door or another body for instance) creates a smaller wound on impact than it would otherwise.
Just as a note, all of this is just regarding the visuals. All of these calculations were already being made for the physiology before, so there are no changes to the physiological responses when I talk about the wounds being different.
The other big addition is the new decals on body parts. They are:
Blood streaks and soaking appear at wounds. The streaks paint blood trails on the limb out from the wound and pulled down by gravity. The soaking appears around wounds on body parts that have clothing on them and is essentially a round area of blood that expands over time.
The new dynamic decals.
The powder burns appear on body parts when a weapon is fired really close to them or if there is an explosion close by. This is caused by the burning powder expelled from weapons and explosions and makes a dark stain on the affected body part.
I've also added a couple new weapon components. They are a couple of optics and a new fore grip.
New weapon components.
There is a new (and optional) visual effect that simulates the kind of image or video censoring that you can sometimes see in news media images and video. It pixelates portions of the rendered game to cover head injuries and blood pools. My idea in adding it is not actually to censor the game, but rather to add another bit of emphasis to the gore. It hints that there must be something bad behind it. I'm not sure this trick works for everyone, and probably no-one would like to have it on all the time. It is turned off by default.
The new and optional censoring visual effect.
Aside from that above there are a number of other improvements and fixes that I am glad to have made but I wont list them here.
I was also featured again on the YouTube channel Random Madness. Thanks to Valentin for that, please watch the video and check out his channel. If you like my game you will probably like his gore reviews.
That's it for this time. Please enjoy the new demo!
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