Announcement

Collapse
No announcement yet.

Messaging Sprint

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by Danielito View Post
    add some kind of indicators to the HUD so you know your current stage of sprinting
    Please...the heartbeat sound is not enough feedback on this mechanic.

    Leave a comment:


  • replied
    Originally posted by Flak View Post
    [webm]http://s1.webmshare.com/o8jyg.webm[/webm]

    Testing webm
    I can now link my videos in an embedded player! Thank you stacy! :>

    Leave a comment:


  • replied
    One thing that could be implemented is some sort of icon that is not visible or transparent, and gradually as your speed starts ramping up it becomes more opaque until you reach full sprint speed. The once the effect stops - for whatever reason, it disappears. In theory it sounds like an intuitive approach. The icon could be something like a small image of the UT4 armour doll running with lines behind it indicating movement of some kind. As to where to place it in a HUD I don't know.

    Another way could be to use something like Shootmania's energy bar, but to be fair that was a different mechanic entirely, and was a player resource to be used wisely and not an automatic effect.

    Leave a comment:


  • replied
    I don't get the delay, it makes me keep thinking 'when will sprint kick in'? I think it feels much more natural and like your character is gaining pace with a delay of only 0.25 seconds. When i ran 100m I didn't wait 2 seconds and then really start making an effort . With no delay, there is less need to message sprint. On the topic - I think the most useful way to know your speeding up is the weapon bob getting faster, this works for me.

    Leave a comment:


  • replied
    Originally posted by bad_infinite View Post
    As far as I can tell, the only reason the sprint mechanic has a delay in the first place is because it helps sprinting to be more effective than dodging for longer distance traversal (that's what I found by playing around in the test track anyway). There may be a way to remove the delay altogether by changing how dodging interacts with sprint speed. I'm not too sure how things work currently, but it seems like dodge impulse is being added to sprint speed, save for a max horizontal velocity cap (set at 1500 last time I checked). If dodge impulse wasn't added together with sprint speed, or if sprinting only had a very minor effect on dodge distances, perhaps the sprint delay could be removed? Another thing that might help is having a separate "deceleration" value that would be applied after a dodge, so that the reduction in speed after dodging is slower and smoother. Longer decelerations could also be applied with increases in velocity, as if your character has to work harder to catch his steps. If all else fails, instead of having a linear increase in sprint speed it could be changed to something else (quadratic? I'm no mathematician).
    I think (don't know) that the delay is there to balance sprint speed with dodge spam. Both mechanics starting from not moving have about the same falloff after 4 seconds of travel (after which there are varying gains between them). Everything seems to be balanced around close to that 4 second mark.

    Leave a comment:


  • replied
    @Sir_Brizz

    Why not use sprint as A+W+D pressed together?

    Leave a comment:


  • replied
    As far as I can tell, the only reason the sprint mechanic has a delay in the first place is because it helps sprinting to be more effective than dodging for longer distance traversal (that's what I found by playing around in the test track anyway). There may be a way to remove the delay altogether by changing how dodging interacts with sprint speed. I'm not too sure how things work currently, but it seems like dodge impulse is being added to sprint speed, save for a max horizontal velocity cap (set at 1500 last time I checked). If dodge impulse wasn't added together with sprint speed, or if sprinting only had a very minor effect on dodge distances, perhaps the sprint delay could be removed? Another thing that might help is having a separate "deceleration" value that would be applied after a dodge, so that the reduction in speed after dodging is slower and smoother. Longer decelerations could also be applied with increases in velocity, as if your character has to work harder to catch his steps. If all else fails, instead of having a linear increase in sprint speed it could be changed to something else (quadratic? I'm no mathematician).
    Last edited by bad_infinite; 11-19-2014, 06:59 AM.

    Leave a comment:


  • replied
    Numerical speedometer too quakish?

    Leave a comment:


  • replied
    Sound is okay as an auxiliary notification of sprint, however it isn't good enough to message the mechanic.

    Leave a comment:


  • replied
    Originally posted by Techies View Post
    Well there is the breathing, I found changing the values to 1.5 delay, and the acceleration to 400 gives a lot better visual/audio feedback without looking at the Hud. Having something on the hub like the webm should make it transparent.
    You're referring to the breathing as the audio que about the ramp up time yeah? I don't really think that's enough because by the time I hear breathing I'm basically already sprinting so there's no ramp up notification but instead it's more of a full speed sprint notification. I still think a thingy on the HUD for ramp up and sprinting speed would be the way to go. I'll make an update to the HUD concept shortly.

    Leave a comment:


  • replied
    Well there is the breathing, I found changing the values to 1.5 delay, and the acceleration to 400 gives a lot better visual/audio feedback without looking at the Hud. Having something on the hub like the webm should make it transparent.

    Leave a comment:


  • replied
    Fading is what I had in mind with my max = trims idea. But if that's not informative enough because it might be hard to see then I'd go with a double fill for the sprint bar. It shows up, and slowly increases the size of the container once ramp up starts, and then once sprinting starts it fills that bar up, until max sprinting speed which then gains the trim. Because you can keep sprinting speed, but not always max sprinting, or losing it completely it's good to have either the double fill or the fade up.
    Last edited by FirebornForm; 11-14-2014, 05:04 PM.

    Leave a comment:


  • replied
    I'm not saying that messaging the ramp up time is not important, but to me it's far less important than knowing how fast I'm going compared to my base movement speed or if I'm going as fast as I can. I think the icon showing or not is a good way to do that but maybe the icon could fade in or something to show ramp up time.

    Leave a comment:


  • replied
    That's fine and all but you still need to know what it takes to even get to sprint.

    I came up with my own variation off of my ideas and piemos ideas that I havent posted on the HUD thread yet because I'm working on icons again but it's basically this.
    The trim color signifies a maximum of whatever container it's in, otherwise it has no trim and or is colorless. Once the trim is showing, you can't get any more. This lets players know they've reached the limit.

    Health: 199 it will get a blue trim.
    Shield: 100 sp it will get a yellowish trim
    Sprint: Once reach full speed it will have it's trim color
    Belt: Once you have full belt it has a trim.
    Boots: Only full boots (3) will have it's trim color.

    Leave a comment:


  • replied
    Originally posted by FirebornForm View Post
    Brizz you have the messaging confused on what the sprint bar is supposed to represent.

    Bar showing = Ramp up time on running in a straight line.
    Players need to know how long it takes to "Reach sprint" not so much how much to "Reach max sprint speed"
    It's not specified and piemo made that bar. IMO counting down the ramp up time is pointless. You are either in "sprinting" state or not (the icon is either showing or not showing). What you don't know is how fast you are going and how close you are to max speed.

    Leave a comment:

Working...
X