Damage maps and disabling mechs

Damage maps and disabling mechs

Postby charlie » 01 Nov 2011, 02:50

One of the things I always found engaging was the damage maps of the mechs that went from green to yellow to orange to red to blue as you blew them up (or got blown up yourself). It would be a great feature. The (minor) downside is that each contributed mech would need an accompanying damage map.

You can then tie that into disabling various weapons or movement etc as well as having the appropriate part of the mech emitting smoke.
Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 1974
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Re: Damage maps and disabling mechs

Postby hc » 01 Nov 2011, 23:31

There is already a "mapped damage system" not only for the player but enemies as well using the "paw-indicator" (looks like a paw indicating the 4 zones: base, center, left, right). Hits are mapped to these zones using sectors on a bounding cylinder. Exceeding damage from base, left and right is delegated to center. Of course you can hit center directly but it's only a small slice. When center reaches zero you're wrecked.

What's basically missing:
- Target selection (!!) and display of the enemy "paw-indicator"
- Influence of destroyed/damaged zones on behavior (movement hinderance or weapon malfunctions)

See SYSCOM: http://hackcraft.de/games/linwarrior_3d/controls.htm
github.com/hackcraft-de
hackcraft.de
User avatar
hc
LW3D Moderator
 
Posts: 213
Joined: 07 Feb 2011, 10:00
Location: far away

Who is online

Users browsing this forum: No registered users and 1 guest