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Aritllery effects

Posted: Sat Sep 13, 2008 10:47 am
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.

Re:Aritllery effects

Posted: Sat Sep 13, 2008 10:59 am
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.

Re:Aritllery effects

Posted: Sat Sep 13, 2008 9:45 pm
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.

Re:Aritllery effects

Posted: Sun Sep 14, 2008 1:13 am
by Armchair General
As long as the cannons are no longer just hyped-up shotguns, I'll be a happy person

Re:Aritllery effects

Posted: Sun Sep 14, 2008 7:43 am
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

Re:Aritllery effects

Posted: Sun Sep 14, 2008 11:26 am
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.

Re:Aritllery effects

Posted: Sun Sep 14, 2008 11:58 am
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. :)

Re:Aritllery effects

Posted: Sun Sep 14, 2008 1:09 pm
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

Re:Aritllery effects

Posted: Mon Sep 15, 2008 12:21 pm
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. :)

Re:Aritllery effects

Posted: Mon Sep 15, 2008 12:30 pm
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: