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Icebone1000

Member Since 26 Feb 2009
Offline Last Active Today, 04:59 PM

Posts I've Made

In Topic: Weitght vs speed when considering damage output

05 September 2016 - 12:10 PM

Interesting:

https://en.wikipedia.org/wiki/Terminal_ballistics

 

An early result is due to Newton; the impact depth of any projectile is the depth that a projectile will reach before stopping in a medium; in Newtonian mechanics, a projectile stops when it has transferred its momentum to an equal mass of the medium. If the impactor and medium have similar density this happens at an impact depth equal to the length of the impactor.

For this simple result to be valid, the arresting medium is considered to have no integral shear strength. Note that even though the projectile has stopped, the momentum is still transferred, and in the real world spalling and similar effects can occur.


In Topic: Weitght vs speed when considering damage output

04 September 2016 - 01:36 PM

Not accurate, just needs to make sense.

 

Perhaps a "Density" attribute to make impact attacks stronger/weaker.

Im thinking really in the upgrades, to make an arm better: change the material, stronger engine, make it lighter, etc..


In Topic: Tactics RPGs with an actual "game" (world exploration, etc)?

29 August 2016 - 03:42 PM

Hmmm, having a hard time thinking on how to compute amount of cover giving shooter vs target position and objects inbetween..

 

If I have a Shooter ----> wall -> target, I have 0% visibility, but if I circle 45 degrees around target I get 50%, at 90 degrees I have 100%, sounds right? Id interpolate the angles.

 

FjsECJG.png

 

But then:

jipL6uY.png

Not that simple.

 

Worst problem is, I was all happy about doing it free movement instead of grid/tile based, instead of moving blocks, Id have amount of displace per agility points. Showing a cirlce around the player. But than how Id compute visibility?

 

Maybe I just dont, I can just make an 'off angle range' based on player aim (an random ranged error from target angle) and actually shoot a projectile with collider?


In Topic: Tactics RPGs with an actual "game" (world exploration, etc)?

27 August 2016 - 08:26 AM

Didnt knew, just played a bit on GBA, its cool.


In Topic: Why are there so few 'high quality' 2D MMORPGs?

20 August 2016 - 08:53 AM

Personally, I find sidescroller RPG in general to be a really weird genre, I dont quite get the appeal (thou I loved front mission bio hazard on the snes).

 

RPG generally employs open world exploration, to have that in a side scroller..I dunno, it limits the design to weird world building/exploration. I dont think it even compares with 3d rpg in the same sense, it is its own thing. I find it hard to be immersive in the artsy fartsy sense that rpgs delves into.

 

What is the appeal to you? Im curious.


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