Visual feedback on the skulk bite
TAPETRVE
Join Date: 2011-02-08 Member: 80866Members
I already mentioned it in another thread, but I'm just going to put it in its own thread to keep things together.
The skulk bite attack really needs some kind of indicator for attack range. It's very hard to hit stuff at times, and more often than not, you find yourself biting away at thin air, while the enemy marine keeps dancing right in front of your face - before he blows it off with a load of buckshot.
I'd recommend a method similar to the Xenomorph in <i>Aliens vs. Predator</i>; with the player's jaws on the screen closing in - subtly but visibly - in order to indicate a possible bite. Also, I'd add some visual feedback to a successfully connecting hit - like having the camera dash forward and tilt a bit.
The skulk bite attack really needs some kind of indicator for attack range. It's very hard to hit stuff at times, and more often than not, you find yourself biting away at thin air, while the enemy marine keeps dancing right in front of your face - before he blows it off with a load of buckshot.
I'd recommend a method similar to the Xenomorph in <i>Aliens vs. Predator</i>; with the player's jaws on the screen closing in - subtly but visibly - in order to indicate a possible bite. Also, I'd add some visual feedback to a successfully connecting hit - like having the camera dash forward and tilt a bit.
Comments
I currently just tell whether I hit based on sound. Marines who get bit let out a little pain groan/scream. However, it can get messy when more than one skulk is attacking the marine.
I wanted to exactly avoid that. Blood splats on the screen have proven more impeding than helpful in countless games. Although a bloody texture for the skulk teeth after a successful bite would certainly look cool.
I like TAPETRVE's suggestion.
Good successful-hit feedback, which tells you that yes, you are doing things the right way, will allow you to become attuned to doing things the right way.
TAPETRVE I don't understand why you don't understand my argument.
When you bite, a certain area of the view is blocked. This is going to happen regardless, I think we've all accepted this. Those who haven't generally don't like skulk bitecam in general, but that's a much bigger issue.
If you add bloodspurts, ONLY in this CERTAIN AREA that the view is ALREADY BLOCKED, it will not make any difference to impeding your view less or more. It will however be very, very obvious, because a flying bloodsplatter (because it's animated) is a lot more quick and effective to communicate a successful hit than a mere blood decal.
That's not to say I don't want blood decals on the teeth, I still do.
<img src="http://cache.g4tv.com/ImageDb3/180033_S/Call-of-Duty-Modern-Warfare-2-Given-18-Rating-In-UK.jpg" border="0" class="linked-image" />
The view obstruction that comes with the bite itself is gone within the blink of an eye. Blood splats are not.
Yeah this is also what I was proposing.