Aritllery effects

Picton
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Aritllery effects

Post by Picton »

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.
chantilly
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Re:Aritllery effects

Post by chantilly »

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.
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norb
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Re:Aritllery effects

Post by norb »

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.
Armchair General
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Re:Aritllery effects

Post by Armchair General »

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.
Chamberlain
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Re:Aritllery effects

Post by Chamberlain »

norb wrote:
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.
Sounds good Norb !!!

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
ironsight
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Re:Aritllery effects

Post by ironsight »

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.
GShock
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Re:Aritllery effects

Post by GShock »

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. :)
Old Peter
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Re:Aritllery effects

Post by Old Peter »

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.
So does the G in GShock stand for grisly?:S :P

Old Peter
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GShock
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Re:Aritllery effects

Post by GShock »

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. :)
JC Edwards
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Re:Aritllery effects

Post by JC Edwards »

GShock wrote:
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. :)
Hmmmmm......how about one for the devastaion caused by canister? :evil:

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