[CF-Devel] Combat animations/sound
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Fri Jan 30 01:04:46 CST 2004
tchize wrote:
>
Maybe a splash of blood on ground? Or better a 'monster dying animation'. This
>
needs some additinal code, but i think this could be a good idea to have a
>
monster, when it drops it's inventory on ground, be 'replaced' by another
>
object. For example we could add to archetype an 'arch_ondelete'. If this is
>
not null, this arch replace the monster on ground. There are already in code
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archetypes which dispaear at end of their animation (look for the closing
>
portal archetype to see what i mean). So we could have, for example, a
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'kobold dying' animation.
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But can we 'walk' on the dying kobold or not? Logics says not (it is still
>
there an not on ground yet) but if the answer is not, this mean we couldn't
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run thru a line of kobold and kill them at very high speed, so would alter
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game balance (but in same time quests will take longer to achieve).
>
Last but no least the 'arch_ondelete' wouldn't be forced to disapear. So when
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you 'kill' a door, it could be replaced easily by a broken door (the door is
>
still there so you know some one has broken it, it's a non existing door)
Well, a splash of blood on the ground could just as easily be done with the
body part code currently in the game - the code that leaves the arms, legs,
eyes, etc.
However, the real problem is that you want that to be on top (visible), and
not really burried beneath all the stuff that might already be on the space.
You could certainly do a dying animation thing - I'm not really sure how
warranted it is. The few games I've played that have such animations, it gets
old pretty darn quickly. This would probably be compounded in crossfire, where
you are killing so many different things so rapidly. And add to that that to
properly do it, you'd need death animations for all those monsters.
If someone was going to do that effort, I'd much rather have new/redone images
for other stuff.
IF anything, the thing I'd potentially see related to improvement might be
better sound support. But even that gets old.
The real problem is the basic fact that player will mow through these things.
Granted, that can always be a problem (even if kobolds are toughened up, a
high level player could come and mow through them if they decided to). I had
posted a thread a long way back about slowing down combat, so combats take a bit
longer, and also are not so much 'instant death' type things they often are now.
Slower combat would also help out this problem - player might still have to
hack a few times before killing the monster.
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