Infestation physics?
GaussWaffle
Join Date: 2008-02-22 Member: 63708Members
<div class="IPBDescription">do we actually physical interact with the DI?</div>Just wondering guys, do you plan on the there being some sort of collision physics when walking over or scrapping along dynamic infestation? Or will it be more of a just walk through it sort of deal
It's not a big deal either way, I was just wondering what's the plan stan
It's not a big deal either way, I was just wondering what's the plan stan
Comments
I kind of meant like it if make arch ways and stuff from the ceiling and you had to crouch under it.
same here <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I think so, too.
At least the usual DI laying over surfaces like a bumpy texture.
The special parts that block doors/entrances or interact with other entities/lights will probably be entities placed by the alien commander or by random!?
This is probably the most ressource sparing way without making DI a gfx-only feature.
But since infestation is random I doubt it'll be allowed to affect much, lest a hive is accidentally sealed in and the aliens are stuck in there.
Or alternatively, aliens can "swim" through infestation, while marines have to burn it away to pass. Or just sit outside of the infestation and plant the siegemobile.
Am I a bad person for thinking that's a better name than 'MASC'?
Nope, it's along the same lines as "tampon" instead of "hand grenade"
Plus, it sounds like Batmobile, and everyone loves the Batmobile
At least the usual DI laying over surfaces like a bumpy texture.
The special parts that block doors/entrances or interact with other entities/lights will probably be entities placed by the alien commander or by random!?
This is probably the most ressource sparing way without making DI a gfx-only feature.<!--QuoteEnd--></div><!--QuoteEEnd-->
There's a cool idea - let the alien commander place special infestation pieces, like alien-only doorways, or poison producers (which would only poison humees of course), or an 'upper walkway' to divide a hallway in half or basically "create" ductwork. Would have to be map specific I think though.. an interesting idea regardless.
<!--quoteo(post=1699107:date=Jan 31 2009, 09:42 PM:name=GaussWaffle)--><div class='quotetop'>QUOTE(GaussWaffle @ Jan 31 2009, 09:42 PM) <a href="index.php?act=findpost&pid=1699107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope, it's along the same lines as "tampon" instead of "hand grenade"<!--QuoteEnd--></div><!--QuoteEEnd-->
haha, Wow, how did I forget about that?
<!--quoteo(post=1699107:date=Jan 31 2009, 09:42 PM:name=GaussWaffle)--><div class='quotetop'>QUOTE(GaussWaffle @ Jan 31 2009, 09:42 PM) <a href="index.php?act=findpost&pid=1699107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Plus, it sounds like Batmobile, we everyone loves the Batmobile<!--QuoteEnd--></div><!--QuoteEEnd-->
You can say that again : ).
As an additional thought, it would probably be quite easy to simulate squishy infestation by having the clipping model 20% smaller than the visible surface, so players and structure seem to sink in a bit, but not all the way. Assuming growth stops when visible surface meet, a hallway could appear to be blocked with infestation, but would always have a crawl space of passable goo left in the middle.
I like the that idea
What about onoses, though? are they just SOL?
What about onoses, though? are they just SOL?<!--QuoteEnd--></div><!--QuoteEEnd-->
hmm I hadn't given Onos any particular thought... let's run some numbers and see.
Lets assume a typical hallway is 256 units square and has been visible blocked with infestation. Under my plan the solid blockage would occupy 60% of that space (20% being squishy passable infestation on the left and another 20% on the right. That would leave a gap of 102.4 units square free in the middle, plenty of room for a Onos, or even a standing marine for that matter.
Could do some really spiffy effects with it too.
"ARGH ###### ONOS COMING OUT OF THE WALL!"
Could do some really spiffy effects with it too.
"ARGH ###### ONOS COMING OUT OF THE WALL!"<!--QuoteEnd--></div><!--QuoteEEnd-->
Good call, it then i guess the only question would be if marines could "squeeze" through a small opening in DI if it hasn't quite closed yet
What if your a marine trying to squeeze into a small DI opening, and the DI closes as you're passing. Should it act as an instant death (like a door closing on you) or like a damage over time function (like underwater). In the case of the damage over time, I think your (assumed) crouch speed should be 75% reduced, since you ARE getting actively crushed by DI.
It might be beneficial to have a flag for materials that are DI resistant, such as vents. That way it isn't blocked.
That alone would be enough for me to buy NS2 <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
... DI really does have gameplay potential beyond aesthetics. I'm looking forward to seeing how it's implemented.
EDIT: Yikes those were some nasty typos.
Agreed, we need a Dev to share a little tidbit of info on this ;p
... DI really does have gameplay potential beyond aesthetics. I'm looking forward to seeing how it's implemented.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree DI has some tremendous potential. While they're going to have to avoid scope creep(no pun inteneded) with it, I doubt it would be in the game if it only had aesthetic purposes.
The only problem is, how will it effect vents?
The only problem is, how will it effect vents?<!--QuoteEnd--></div><!--QuoteEEnd-->
There are some pretty small corridors in NS, ;p
In the case of Vents, I hope DI allows aliens to still traverse rather freely (using there hive sight, of course), whereas it'd block it off for JPers altogether UNLESS said JPer hailed some flamethrower or grenades at it, in which case it'd recede a fair distance and not return for a set time