Aritllery effects
Aritllery effects
I would really like to see better effects.
More smoke after firing that will linger and then fade.
But most importantly, the impact of the shells. More debris is needed along with smoke. Also having near by men fall just after the impact. These effects would be different for each kind of shell - cannister would behave differently from shell or solid shot.
More smoke after firing that will linger and then fade.
But most importantly, the impact of the shells. More debris is needed along with smoke. Also having near by men fall just after the impact. These effects would be different for each kind of shell - cannister would behave differently from shell or solid shot.
Re:Aritllery effects
Picton - I agree so much that you've just been Karma'd - did you feel it ?
I'd also like a graphic for an exploding gun, which could be used for three different instances: 1) Enemy counter-fire 2) Bursting (which was common with the Parrots), and 3) Intentional spiking.
I'd also like a graphic for an exploding gun, which could be used for three different instances: 1) Enemy counter-fire 2) Bursting (which was common with the Parrots), and 3) Intentional spiking.
Re:Aritllery effects
We probably won't get into that detail until we get into 3D models. The problem with sprites is that it takes a ton of memory to add even 1 new animation. The good thing is that you can put thousands of them on the screen. With models, you can have a ton of different ones, but they draw much slower. Give and take either way. But the more detailed animations will have to wait until we move to 3D units. We hope to start towards that after this game is released.
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Re:Aritllery effects
As long as the cannons are no longer just hyped-up shotguns, I'll be a happy person
Last edited by Armchair General on Sun Sep 14, 2008 2:27 am, edited 1 time in total.
Now we are engaged in a great civil war, testing whether that nation, or any nation so conceived and so dedicated, can long endure.
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Re:Aritllery effects
norb wrote:
I am sure there will enough to keep us busy when the game comes out !!!
:cheer: :cheer:
Chamberlain
Sounds good Norb !!!But the more detailed animations will have to wait until we move to 3D units. We hope to start towards that after this game is released.
I am sure there will enough to keep us busy when the game comes out !!!
:cheer: :cheer:
Chamberlain
-Col. Joshua Chamberlain, 20th Maine
We cannot retreat. We cannot withdraw. We are going to have to be stubborn today
We cannot retreat. We cannot withdraw. We are going to have to be stubborn today
Re:Aritllery effects
In addition to an occasional exploding gun, how about an exploding caisson or two now and then? On occassion, i've had 7 or 8 batteries concentrating their fire on one lonely enemy battery. Shells exploding all around the enemy battery, yet no retreat, no blown caissons, totally unrealistic as batteries were commonly silenced during the war with such a barage.
FWIW, i also vote a strong second for a cannon-spiking feature.
FWIW, i also vote a strong second for a cannon-spiking feature.
Re:Aritllery effects
A sure thing, graphically missing is also blood. We could use some more and, of course, when the Cav dismounts, the horse should still be there. BTW: horses dead would also be cool. 

Re:Aritllery effects
So does the G in GShock stand for grisly?:SA sure thing, graphically missing is also blood. We could use some more and, of course, when the Cav dismounts, the horse should still be there. BTW: horses dead would also be cool.

Old Peter
Tim Tebow\\\\\\\'s tears can cure cancer. Unfortunately, Tim Tebow doesn\\\\\\\'t cry.
Re:Aritllery effects
No no... lol i just thought that it's a detail that was omitted. Horses running away for example would also be cool...just figuring what details we could have. Caps and rifles abandoned on the ground by troops routing...
If i had to be grim, i'd rather see mutilated bodies after a solid hits the regiment.
If i had to be grim, i'd rather see mutilated bodies after a solid hits the regiment.

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Re:Aritllery effects
GShock wrote:

Now THAT would be graphic:ohmy:
Hmmmmm......how about one for the devastaion caused by canister?No no... lol i just thought that it's a detail that was omitted. Horses running away for example would also be cool...just figuring what details we could have. Caps and rifles abandoned on the ground by troops routing...
If i had to be grim, i'd rather see mutilated bodies after a solid hits the regiment.

Now THAT would be graphic:ohmy:
'The path that is not seen, nor hidden, should always be flanked'