[REQ] Hit effect particles

All development of pixel art and graphics
Post Reply
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: Wed Sep 08, 2004 8:48 pm
Location: Espoo, Finland

[REQ] Hit effect particles

Post by Rotonen » Mon Mar 08, 2010 2:21 am

So, anyone else find our current damage indication graphics a bit technical and boring in nature? Also they are a bit small to my taste.

Events which occur:
Miss
Amount of damage
Critical hit - amount of damage
Dodge
Critical (lucky) dodge

Dodging and missing are different, you can only dodge something which would have hit. Critical dodging is yet another gameplay specific event which is kind of a save throw dependant on your luck, AFAIK. When you do hit, you might do a critical, which is these days the same effect with a rainbow color slide.

Image

RO had this nice concept of having a background for more special there, as the MVP displayed there (most valuable player when killing a really tough monster gains an extra item). The approx. same effect was also used for critical hits and lucky dodges.

Let's see if someone wants to get creative and not copy other games. Any unique way of indication is what I'm after here. This is also work which will be grabbed over to CR1.
This message used to be meaningful.
User avatar
Kage
Warrior
Warrior
Posts: 927
Joined: Sat May 02, 2009 7:12 pm

Re: [REQ] Hit effect particles

Post by Kage » Mon Mar 08, 2010 2:52 am

ManaServ doesn't have critical hits
<Kage_Jittai> ... are you saying I am elite :D
<thorbjorn> Yes. :P
User avatar
Bertram
Knight
Knight
Posts: 1026
Joined: Tue Sep 07, 2004 3:55 pm
Location: France

Re: [REQ] Hit effect particles

Post by Bertram » Mon Mar 08, 2010 11:09 am

ManaServ doesn't have critical hits
:arrow: Then, we should implement it.
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: Thu Aug 25, 2005 5:08 pm
Location: Germany

Re: [REQ] Hit effect particles

Post by Crush » Mon Mar 08, 2010 3:22 pm

When we add a critical hit mechanic to Manaserv we should first conceptualize this well.

This means thinking about in what way it is supposed to make gameplay more interesting, how a sane mechanic for it could work and how it would affect game balance and other gameplay elements. But such a discussion would be inappropriate here in the eA graphic development forum.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: Wed Sep 08, 2004 8:48 pm
Location: Espoo, Finland

Re: [REQ] Hit effect particles

Post by Rotonen » Mon Mar 08, 2010 5:17 pm

Instead of derailing this further:

All of what I have requested for eA on eA GFX Dev forum do exist in our TMW-eA. I do not see an issue.

If people come up with better damage amount indication particles than we currently have: CR1 will benefit from this too.

So, any graphical person up for this?
This message used to be meaningful.
User avatar
Bertram
Knight
Knight
Posts: 1026
Joined: Tue Sep 07, 2004 3:55 pm
Location: France

Re: [REQ] Hit effect particles

Post by Bertram » Mon Mar 08, 2010 9:14 pm

Hi Crush,
When we add a critical hit mechanic to Manaserv we should first conceptualize this well.
:arrow: I completely agree. Let's start a specific thread about this?
User avatar
Jaxad0127
TMW Adviser
TMW Adviser
Posts: 4209
Joined: Thu Nov 01, 2007 6:35 pm
Location: Internet

Re: [REQ] Hit effect particles

Post by Jaxad0127 » Mon Mar 08, 2010 9:31 pm

Should be easy to add support for replacing those informational particles with custom effects.
Image
Post Reply