LordGood 3.688 Posted November 9, 2019 Report Share Posted November 9, 2019 These towers are meant to defend against archer and siege spam sieges, not cavalry raids, which is what I'm worried about happening with an increase in projectile velocity. Projectiles track movement so its up to player reaction time to mitigate damages These are already very powerful towers, the ability to deal splash and counter siege weapons shouldn't be underestimated. None of our archers arc anything right now and its a bit disappointing frankly someone up and increased the ballista projectile speed so it shoots out of the pouch in a straight line. It looks like the engineers are rolling flaming, exploding bowling balls. Supersonic rams outpacing cavalry, dont even get me started on the repeat times for ranged units my god they've broken all the animations our team works so hard to make look just right this is trivial in comparison, and I guarantee we can make it look good just lets scout our options first Quote Link to post Share on other sites
Stan` 6.844 Posted November 9, 2019 Author Report Share Posted November 9, 2019 41 minutes ago, LordGood said: I meant 2 particle actors simultaneously I can hack that out; One empty actor + two particle props Maybe one particle with a prop, not sure that works cause it has no root. What do you have in mind ? 39 minutes ago, fatherbushido said: You can tweak that a bit with the "gravity" (I don't know if it's still here in current svn). That's basically linked to the (max) height of the trajectory (parabola). Thanks <3 21 minutes ago, Anaxandridas ho Skandiates said: And I have a question, since those animations are all in sync when one presses the "attack" button, is that all-in-sync-effect being fixed at any point soon? Because if not, it is bearable on the bare map itself, but the white smoke makes it really bad because it creates that "outline" of the figures. I have no clue what you mean can you rephrase that ? Quote Link to post Share on other sites
LordGood 3.688 Posted November 9, 2019 Report Share Posted November 9, 2019 3 minutes ago, Stan` said: I can hack that out; One empty actor + two particle props Maybe one particle with a prop, not sure that works cause it has no root. What do you have in mind ? white, short lived high velocity poof up, lingering dirt poof out, lingering poof like your first impact particle Quote Link to post Share on other sites
Lion.Kanzen 4.685 Posted November 9, 2019 Report Share Posted November 9, 2019 1 hour ago, Stan` said: It looks like vapour 2 Quote Link to post Share on other sites
LordGood 3.688 Posted November 9, 2019 Report Share Posted November 9, 2019 48 minutes ago, fatherbushido said: You can tweak that a bit with the "gravity" (I don't know if it's still here in current svn). That's basically linked to the (max) height of the trajectory (parabola). Gravity modifier works like a charm, that'll help sort a lot of things wrong on the artistic side of things Quote Link to post Share on other sites
Stan` 6.844 Posted November 9, 2019 Author Report Share Posted November 9, 2019 Spoiler 1 Quote Link to post Share on other sites
LordGood 3.688 Posted November 9, 2019 Report Share Posted November 9, 2019 look! they shoot over each other's heads! Instead of through their chests! Quote Link to post Share on other sites
LordGood 3.688 Posted November 9, 2019 Report Share Posted November 9, 2019 my god @Stan` you are almost there just that white bit needs to be smaller and a bit more violent if you catch my drift Quote Link to post Share on other sites
Stan` 6.844 Posted November 9, 2019 Author Report Share Posted November 9, 2019 11 minutes ago, LordGood said: my god @Stan` you are almost there just that white bit needs to be smaller and a bit more violent if you catch my drift It's weird ? Spoiler 1 Quote Link to post Share on other sites
LordGood 3.688 Posted November 9, 2019 Report Share Posted November 9, 2019 yess thats it, I think you just need a different texture, something like what Lion posted Quote Link to post Share on other sites
Sundiata 3.173 Posted November 9, 2019 Report Share Posted November 9, 2019 (edited) I think the color of the second particle (white cloud) shouldn't contrast as much with the first particle (dirt). Make the "steam" a little dirtier, less foggy, more sandy/rocky, and I think we have a winner here. Edited November 9, 2019 by Sundiata 1 Quote Link to post Share on other sites
Stan` 6.844 Posted November 9, 2019 Author Report Share Posted November 9, 2019 So I'm the only one that thinks the above particle is weird ? XD 15 minutes ago, LordGood said: yess thats it, I think you just need a different texture, something like what Lion posted Different texture for the top or bottom particle ? 6 minutes ago, Sundiata said: I think the color of the second particle (white cloud) shouldn't contrast as much with the first particle (dirt). Make the "steam" a little dirtier, less foggy, more sandy, and I think we have a winner here. I don't have much options in art/textures/particles/ Quote Link to post Share on other sites
LordGood 3.688 Posted November 9, 2019 Report Share Posted November 9, 2019 1 minute ago, Stan` said: Different texture for the top or bottom particle ? top 2 minutes ago, Stan` said: I don't have much options in art/textures/particles/ workin on it Quote Link to post Share on other sites
LordGood 3.688 Posted November 9, 2019 Report Share Posted November 9, 2019 try this? also m ight be worth our time to make a new task thread on the art subforum lol 1 1 Quote Link to post Share on other sites
LordGood 3.688 Posted November 9, 2019 Report Share Posted November 9, 2019 ayy wonderful Quote Link to post Share on other sites
Stan` 6.844 Posted November 9, 2019 Author Report Share Posted November 9, 2019 Will try a bit later thanks for the texture :) 1 1 Quote Link to post Share on other sites
Thorfinn the Shallow Minded 598 Posted November 9, 2019 Report Share Posted November 9, 2019 I wonder if direction could be integrated into the impact based on the vector of the projectile. Quote Link to post Share on other sites
Stan` 6.844 Posted November 9, 2019 Author Report Share Posted November 9, 2019 45 minutes ago, Thorfinn the Shallow Minded said: I wonder if direction could be integrated into the impact based on the vector of the projectile. Could be done, but it requires more code, and also some extra computations. All vector math comes with a price 1 2 Quote Link to post Share on other sites
Sundiata 3.173 Posted November 9, 2019 Report Share Posted November 9, 2019 2 minutes ago, Stan` said: That's really wunderbar... Although on the second hit there is a slight delay between the ball hitting the ground and the particles popping up. I don't think the delay should be there. Otherwise lovely work! 1 Quote Link to post Share on other sites
Anaxandridas ho Skandiates 155 Posted November 9, 2019 Report Share Posted November 9, 2019 2 hours ago, LordGood said: These towers are meant to defend against archer and siege spam sieges, not cavalry raids, which is what I'm worried about happening with an increase in projectile velocity. Projectiles track movement so its up to player reaction time to mitigate damages These are already very powerful towers, the ability to deal splash and counter siege weapons shouldn't be underestimated. None of our archers arc anything right now and its a bit disappointing frankly someone up and increased the ballista projectile speed so it shoots out of the pouch in a straight line. It looks like the engineers are rolling flaming, exploding bowling balls. Supersonic rams outpacing cavalry, dont even get me started on the repeat times for ranged units my god they've broken all the animations our team works so hard to make look just right this is trivial in comparison, and I guarantee we can make it look good just lets scout our options first We really have to consider rate of fire and range, and balance with cost. I understand now we are working on animations and high rate of fire makes it easier to see but of course they could not in any universe reload so fast. Unless the projectiles were a bit smaller, in which case they would deal less damage. But the problem is that we have next to zero evidence that accurate baliistics were available in antiquity, AT ALL. So while Archimedes could have CALCULATED an accurate landing spot of a projectile, creating a functioning machine that can do this reliably and effectively in diverse conditions is an entirely different matter. Therefore, range cannot be too long - on short ranges, a bit of trial-and-error practice can give decent results. (On a side note I think this whole conversation is insanely interesting) 1 Quote Link to post Share on other sites
Anaxandridas ho Skandiates 155 Posted November 9, 2019 Report Share Posted November 9, 2019 (edited) 23 minutes ago, Stan` said: Could be done, but it requires more code, and also some extra computations. All vector math comes with a price Projectile must dissappear into the ground though see 03:06 Another quick (better) example of mechanism, also sound maybe: @LordGood I have looked and looked and looked at the new "slower" projectile. I wanted it to be ok, but I can't help it, it looks wrong. Essentially this machine is a giant singshot, must be faster. I don't know if you have to reduce the damage it deals or rate of fire to balance gameplay, but the shot itself cannot look like it is in a different gravity universe than the rest of the game. It also just makes the game look more awesome, aside from being accurate/realistic. Edited November 9, 2019 by Anaxandridas ho Skandiates Quote Link to post Share on other sites
Stan` 6.844 Posted November 9, 2019 Author Report Share Posted November 9, 2019 Delay: I'm not sure what happened... Maybe cause I touched the emission rate .... Projectile disappearance @lordgood I guess thats doable ? Quote Link to post Share on other sites
LordGood 3.688 Posted November 10, 2019 Report Share Posted November 10, 2019 Is it? Let it disappear if you can, if you can’t don’t worry. Emissionrate is finicky and I believe there is a ceiling to the value Quote Link to post Share on other sites
Stan` 6.844 Posted November 10, 2019 Author Report Share Posted November 10, 2019 3 hours ago, LordGood said: Is it? Let it disappear if you can, if you can’t don’t worry. Emissionrate is finicky and I believe there is a ceiling to the value Slow-mow because reasons 3 Quote Link to post Share on other sites
Lion.Kanzen 4.685 Posted November 10, 2019 Report Share Posted November 10, 2019 The crater is missing. Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.