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AngryGaijin
AngryGaijin - - 3 comments @ Far Cry 2: Redux

Hey there Tinz! First of all, thank you very much for this mod, it is great that FC2 is getting some attention and improvements after all this time.

I would like to share some ideas about health system (actually got them playing Hunt: Showdown) - as much as I love healing animations in FC2 it felt somewhat awkward to find yourself dragging a bullet from your leg amid the firefight. The second problem was showing off while game being played on the highest difficulty - usually you were not able to see such animations at all because health was dropping down from "syringe heal" to dead-all-over in seconds.

I realised that such system can be improved dramatically without total rework. So, here is the point: during a struggle losing one full health segment leads to no consequences, and it remains restorable. But having this segment empty few more times (depends on difficulty level) makes it no-refillable (which can be shown with making segment transparent, for example) and so on until the player stays with the only one bar of health remaining. Some temporal effects, such as discoloration or sound damping can be used to represent shock after each injury. The only way to refill health during action is the syringe, which will only restore "active" (non-transparent) health bars, and player's maximum health will be reduced during a long struggle. Once being able to escape the action (or having all enemies defeated) player can start self-healing, starting a sequnce of animations (meaning one animation per crippled health bar).

Of course, different approaches can be used to health system (for example, one health segment can be depleted with each syringe usage), but the main goal is to prohibit healing animation during a shootout, and, if possible, to create queue of animations, length of which depends on amount of health being lost in fight. Just imagine it - after an adrenaline-pumping action music stops, and player starts pulling out splinters and bullets and bandaging himself right after. It will add so much for immersion with only vanilla game animations being used (not saying that it will be easy, though).

English is not my native language so I must apologise for any mistakes, if there are any. Thanks in advance for your attention and good luck with all of your projects!

Good karma+1 vote
AngryGaijin
AngryGaijin - - 3 comments @ Putting 100+ hours a week into making my first game. Here's how I got started

Nice design, stuff looks like Tool music videos. Good luck with your work!

Good karma+3 votes
AngryGaijin
AngryGaijin - - 3 comments @ Year in review

Man, dunno what are you planning, but you should make enemy corpses heavier and make them have muscles tensed for a while after being killed, there is enough ragdolls in FPS games, really.

Good karma+2 votes