Darkwind
Pyromania, new weapons implemented

*sam*


Posted Aug 4, 2006, 3:55 pm
I've been working on oil jets, flaming oil jets, and flamethrowers. This stuff is a lot of fun! And, it gives us even more ways to kill each other...

http://www.dark-wind.com/images/oilslick1.png

http://www.dark-wind.com/images/oilslick2.png

http://www.dark-wind.com/images/flamethrower1.png

http://www.dark-wind.com/images/flamethrower3.jpg

http://www.dark-wind.com/images/flamethrower4.jpg

http://www.dark-wind.com/images/flamethrower5.jpg

The individual flame particles all bounce off obstacles, so you get a nice flame-licking-under-car effect (see the last couple of images)
piXal


Posted Aug 4, 2006, 4:13 pm
Sweet stuff! The fire effects is nice and will be handy in close combat racing, but the oil will give the game alot of tactical opportunities. Will the fire stay on the target if he gets some massive burns? Looks great!

Cheers!
//pixal
*sam*


Posted Aug 4, 2006, 4:33 pm
Thanks.. yep, the idea is that cars, characters etc. will be able to catch fire. The oilslicks work well by the way, what happens is the affected tyre(s) go to zero grip, and then regain their traction over a period of about 5 game seconds. It could make for some nasty incidents on a fast corner...
piXal


Posted Aug 4, 2006, 6:14 pm
I would say that going to zero grip is WAY to much to work like oil should. If you half the grip from the moment you enter the oil and then let it regain the grip back to max over 5 game secs i would say fair play! And dont forget that oil on the tyres in gravel does absolutely nill.

Cheers!
//piXal
Six Gun Jack


Posted Aug 4, 2006, 10:35 pm
looking good Sam,
will give them a try soon...
*sam*


Posted Aug 5, 2006, 10:18 am
Thanks 6GJ. Actually I need to implement firedamage critical hits before these weapons can go live for testing.. you want graphical descriptions of your enemies toasting, surely? ;-)
*sam*


Posted Aug 5, 2006, 12:28 pm
piXal: regarding oil effects on tyres, I guess playtesting will be the best way to figure out the right level of grip-reduction. Various aspects of the game system, such as this, are always likely to need tweaking. I haven't spent much time with it yet, of course, but my initial tests make it *seem* like going from zero-to-full grip in 5 game seconds might work well.
piXal


Posted Aug 5, 2006, 10:40 pm
You´r absolutely right Sam. I might have jumped to a conclusion too early, it was just that it sounded so drastic with zero grip. Lets see how it works when we get to play with it.

Anyway it´s great fun playing this fine game. Keep up the good work.

Cheers
//piXal
Six Gun Jack


Posted Aug 7, 2006, 9:56 am
yeah,

best to just try and see first, we can give you our impressions. I had thought they were already in the game. I have been busy so much haven't had much time to play and test, sorry Sam. But I am still here =).
*sam*


Posted Aug 10, 2006, 11:12 am
OK, the fire-damage critical hits are there: another 72 ways to injure each other, plus 1 additional permanent injury. I have created a racetrack-owned vehicle as the first flamethrower-wielding car: The Hotshot

I've also added some Vipers with extra bite...
Asp
Asp II

These will start turning up in the one-off events..

The reason there are no bring-your-own-vehicle deathraces yet is that I need to have *all* weapons implemented before that's possible... but I'm getting there...  ;)
Jim


Posted Aug 10, 2006, 11:23 am
fun! :D
*sam*


Posted Aug 11, 2006, 10:20 am
OK, flamethrowers and flaming oilslicks are really working now. Honest. Apologies to anyone who tried them in the last day or two!
Torque has a very server-centric approach, and it can be a bit painful getting the client to spawn anything on its own.. I figured it out though..

Smokescreens and paintclouds will be along soon. They're all finished apart from the code that adds paint splodges to cars that are hit by a paintcloud.

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