Fade Blink Needs Eye Candy in NS2

HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
<div class="IPBDescription">Lets throw out some ideas. :)</div>The current fade blink is well placed. It's user friendly, and mastering the movement associated with blink takes some time. It has room for novices and experts alike to use and improve on. The one thing it lacks, however, is eye candy. Currently the fade blink simply propels the fade forward with his arms open - not too exciting.

My suggestion would be to create a blur effect behind the fade that lasts one and a half seconds of his previous position. You know when you see the blur and bend in the air when it's really hot outside? That kind of blur behind the fade, just a trail of it behind the fade when he blinks - it could be tinted various colors. Also, the fade himself could be blurred in the same manner and become partially transparent.

What are your suggestions?

Comments

  • wankalotwankalot Join Date: 2005-02-05 Member: 39872Members
    yes! please!

    yes! please!
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Partial transparency (literally only partial, say 95% opaque) and a blur effect would fit the blink effect really well I think, but I could imagine that 3 fades blinking together on-screen with blur/shader effects would be intense for some people's computers.
  • HatlabuFarkasHatlabuFarkas Join Date: 2005-03-09 Member: 44496Members
    blur effect like the NFS:Underground II ? I think this is a good idea, but only in a BLINK in success. Blink to front a wall the blur must be still off.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    <!--quoteo(post=1630958:date=Jun 3 2007, 04:46 PM:name=HatlabuFarkas)--><div class='quotetop'>QUOTE(HatlabuFarkas @ Jun 3 2007, 04:46 PM) [snapback]1630958[/snapback]</div><div class='quotemain'><!--quotec-->
    blur effect like the NFS:Underground II ? I think this is a good idea, but only in a BLINK in success. Blink to front a wall the blur must be still off.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    A blink in success?

    Personally, I think it would also be cool for the blink effect to slowly grow the longer the blinking distance, more opaque the closer to the fade the "blur" is.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    I wouldn't really want a trail following me around while fading like some kind of pheromone, but the idea of some kind of blur effect is definitely good.
  • KainTSAKainTSA Join Date: 2005-05-30 Member: 52831Members, Constellation
    edited June 2007
    Short trail of blurred fade images that follows just behind the fade sounds like a great idea me.


    <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> ===>
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    We've got some new ideas for the fade blink that I'm pretty excited about. As soon as we start working on that I'm sure you'll see some updates on the blog.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Cool to hear Max, thanks for keeping in touch with us. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • ArchfiendchrisArchfiendchris Join Date: 2007-05-26 Member: 61016Members, Constellation
    Can't wait, i love the blur idea, i just want the fade to still be able to be shot while blinking. Yea i know fades hate that but you need balance!
  • NarcilNarcil Join Date: 2005-02-16 Member: 41426Members
    how about a blink effect like the guy in chronicals of rid###### (that movie). u know the guy which was half in the other world and created the trail behind him. that would look mad. and a seeing a trail of a fade vanish around a corner would add alot to the atmosphere
  • wankalotwankalot Join Date: 2005-02-05 Member: 39872Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Can't wait, i love the blur idea, i just want the fade to still be able to be shot while blinking. Yea i know fades hate that but you need balance!<!--QuoteEnd--></div><!--QuoteEEnd-->

    errr... im sorry i wasnt aware that blinking fades couln't be shot lol. As a player who fades all the time i can describe many occassions where ive been blinking and suddenly heard the "rawr!!!" of agony as my fade died lol.

    Neway back to the topic.... i think everyone here is pretty much agreed that a path of blurriness behind the fade would be a good thing <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    I am also going to ad my nod of agreement/ excitement at this concept. It is a saweet idea <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • ArchfiendchrisArchfiendchris Join Date: 2007-05-26 Member: 61016Members, Constellation
    no they can, i ment the idea that makes their blinking in ns2 almost godly where it's almost impossible to shoot them unless your really lucky. barely be able to see them, multiple copies, you would have to shoot infront of them n hope to hit them lol. Thats how i see it.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    There are many, many ways to balance around any particular feature of a class. If the fade becomes harder to hit, you can slow it down or reduce its HP/Armor, you can increase the resource cost or you can even make marine guns more accurate or do more damage.
  • ArchfiendchrisArchfiendchris Join Date: 2007-05-26 Member: 61016Members, Constellation
    true, they have ideas, i am interested to see...
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    I've always thought a blur/heatwave effect behind a fade when it blinked was a good idea.
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    A orange trail (similiar to HL2 grenades) at the fades eyes would look good and really make you think "blink".
  • KainTSAKainTSA Join Date: 2005-05-30 Member: 52831Members, Constellation
    edited June 2007
    <!--quoteo(post=1631196:date=Jun 4 2007, 02:44 PM:name=Max)--><div class='quotetop'>QUOTE(Max @ Jun 4 2007, 02:44 PM) [snapback]1631196[/snapback]</div><div class='quotemain'><!--quotec-->
    We've got some new ideas for the fade blink that I'm pretty excited about. As soon as we start working on that I'm sure you'll see some updates on the blog.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm just happy to hear for sure the fade is making a return. That confirms <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> (from the concept art) and <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> (from your post)

    As long as the fatty makes a return too I will be a happy NSer.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--quoteo(post=1633654:date=Jun 15 2007, 01:23 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Jun 15 2007, 01:23 PM) [snapback]1633654[/snapback]</div><div class='quotemain'><!--quotec-->
    A orange trail (similiar to HL2 grenades) at the fades eyes would look good and really make you think "blink".
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    That would look sweet too. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" />
  • HAMMER22HAMMER22 Join Date: 2003-06-18 Member: 17476Members
    Even though I know people are going to hit me with the balance stick... I think that the coolest effect for fade would be when you blink the fade sort of dissappears through a rip in space and when you release blink it tears back through to the normal world.

    Imagine a sort of bizarre two dimensial broken mirror effect briefly appears and the fade vanishes completely then reappears through another one. Sort of like the NS1.04 blink but from the fades perspecitive (eg the player) he is blinking just like we do now. Eh eh?
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    That wouldn't be that bad. There would have to be a way to kill the fade though, his intermediary time between entering and leaving the room is the only weakness he has. I don't know how you'd accomplish that, maybe a delay timer on the warp.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I've stated this before as an idea for NS1, but I'd like the fade's blink to be able to no-clip through e_polys (note I'm saying the fade shouldn't be able to clip though w_polys). This means he can't blink through architecture of the map but CAN blink right though other players, placed structures. Accompanying special visual effects might look something like this:
    <img src="http://www.maximumeyewear.com/productfolder/celebrity-sunglasses/movie-sunglasses/matrix-sunglasses/matrix-the-twins-sunglasses/matrix-the-twins-sunglasses.jpg" border="0" alt="IPB Image" />
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    <!--quoteo(post=1637865:date=Jul 8 2007, 09:26 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Jul 8 2007, 09:26 AM) [snapback]1637865[/snapback]</div><div class='quotemain'><!--quotec-->
    I've stated this before as an idea for NS1, but I'd like the fade's blink to be able to no-clip through e_polys (note I'm saying the fade shouldn't be able to clip though w_polys). This means he can't blink through architecture of the map but CAN blink right though other players, placed structures. Accompanying special visual effects might look something like this:
    <img src="http://www.maximumeyewear.com/productfolder/celebrity-sunglasses/movie-sunglasses/matrix-sunglasses/matrix-the-twins-sunglasses/matrix-the-twins-sunglasses.jpg" border="0" alt="IPB Image" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Dooo want. Vote status: YES

    Do you implent this idea with current blink or with teleport-ish blink?
  • ubermenschubermensch Join Date: 2002-12-31 Member: 11692Banned
    I think the blur effect is somewhat frivolous and would just make for visual distraction when I'm trying to focus on the game.. but

    <!--quoteo(post=1637865:date=Jul 8 2007, 03:26 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Jul 8 2007, 03:26 AM) [snapback]1637865[/snapback]</div><div class='quotemain'><!--quotec-->
    I've stated this before as an idea for NS1, but I'd like the fade's blink to be able to no-clip through e_polys (note I'm saying the fade shouldn't be able to clip though w_polys). This means he can't blink through architecture of the map but CAN blink right though other players, placed structures. Accompanying special visual effects might look something like this:
    <img src="http://www.maximumeyewear.com/productfolder/celebrity-sunglasses/movie-sunglasses/matrix-sunglasses/matrix-the-twins-sunglasses/matrix-the-twins-sunglasses.jpg" border="0" alt="IPB Image" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    This is a REALLY sweet idea.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited July 2007
    The best thing about the idea I just mentioned is that it was totally possible on the old HL1 engine. I mentioned it long ago as a solution to Comm Chair blocking. Zunni liked it but said it would never be in 3.0 because it would need more than minor tweaks to the engine which is all the 3.x stuff after the decimal was indicating in the version number of the game. He said next major version (as in NS v4.0), but of course rather than that we are getting NS2. Since the engine is being built and modified from scratch so to speak I don't see any reason why it can't be technically or logistically done anymore.

    Many of you already know this but for those that don't: remember, no clip works by turning off clipping planes and turning off gravity effects on that player. Rather than turning off ALL polygon clipping planes I'm talking about specifying the world polygon clipping planes <i>seperate</i> in the engine from the entitiy polygon clipping planes. That way when you blink you can have it do a partial noclip, but ony for entities.

    This means no more blocking from players with the fade. (that dimwit onos or skulk in the way of your escape you can clip right through) Command chair or turret factory blocking? Pff. Just go right though it. Somebody trying to squish you with an elevator platform? Blink through it, take his head off, and go back. (remember all of those are entities)

    <u>FAQ</u>:

    Q: If you clipped inside a structure or player when running out of energy what happens?

    A: If that happens, a function similar to the ol' unstuck plugin occurs, popping you out of the entitiy.

    Q: Can you clip through clip brushes?

    A: No, those should be defined as clipping planes that will stay off regardless of Blink. This makes sure mappers can make the architecture fade friendly and not get stuck in odd places. Or block fades from accessing areas such as the window wall in a siege map.
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