More bullet time options
Posted: Tue 03.11.2009, 06:41
Had a good idea to add to bullet time thanks to Hades' post.
When detecting, you can become very vulnerable right now. A monster may decide to come at you while you are still detecting, and pwn the F out of you.
To counteract this, the game could go into bullet time while detecting.
If your in a party with other people, however, it should not go slow, cus other people are playing and could get annoyed at the sudden slowness.
They can also keep eyes open for you. It should only go slow if all people around you are detecting.
A way this could be written in the code is to do the following tests:
Obviously, the bullet time situational code is more complicated than this, I was just demonstrating where this test could be put.
Option two could also be expanded to anything which takes the player's attention off of the character (in a menu, reading a description, and maybe even in the chat window)
I think this would greatly reduce horrible deaths, and should be implemented into bullet time.
When detecting, you can become very vulnerable right now. A monster may decide to come at you while you are still detecting, and pwn the F out of you.
To counteract this, the game could go into bullet time while detecting.
If your in a party with other people, however, it should not go slow, cus other people are playing and could get annoyed at the sudden slowness.
They can also keep eyes open for you. It should only go slow if all people around you are detecting.
A way this could be written in the code is to do the following tests:
Code: Select all
1: Is at least one person is hurt? Then go slow.
2: Is everyone detecting? Then go slow.
3: Is everyone resting? Then go fast.
4: otherwise go normal.
Option two could also be expanded to anything which takes the player's attention off of the character (in a menu, reading a description, and maybe even in the chat window)
I think this would greatly reduce horrible deaths, and should be implemented into bullet time.