Scripted ground shakes

Scripted ground shakes

Requests for features in the spring code.

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AF
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Scripted ground shakes

Post by AF »

I'd like it if you could specify in the units script a screenshake, specifying how strong the shake is, how long it will occur for, and some range value for how far that shake is before it drops off. Perhaps defined in a TDF with a numeric ID as it currently is...

Aswell as the option to call some shake() function of all units in that range incase they should react aswell.

And please, I dont want the whole screen shake hoo haa previous discusison has had, any sane modder would only have that sort of immense shake that moves the mouse 1/4 of the way across the screen so it only occurs when what your clicking fills the entire screen anyway.
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Felix the Cat
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Post by Felix the Cat »

Please, no screenshake... this is one of those things that sets Spring aside from other games. It's a distracting graphical gimmick.

We're playing a game, not filming a movie.
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Snipawolf
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Post by Snipawolf »

Sounds fine with me, I would love to have my screen shake when one of those massive feet from something comes down (maybe not a Death Stinger, its legs pound the ground at like 3 times a second, maybe just little shakes)
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AF
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Post by AF »

felix, this is exactly what I said not to say, this has been discussed and no sane modder would make the screen shake so violently that it would make clicking units impossible at times.

Imagine you've zoomed in to see a krogoth up close, and its stomping on the ground which shakes.

Now how do you think this shaking will interfere with the game? Your so close it doesnt matter where you click because anywhere will select the krogoth regardless of wether its shaking or not, and if its moving then it'll probably move offscreen within a few seconds anyway.

And what about if you zoom out? Well the shaking dissipates quickly and is no longer visible once near normal zoom levels.

What I requested is fully under modder control, so if it were implemented you would not have screenshakes ingame, unelss the modder deliberatly add them in.

Your reply reminds me of the desperate AA fan who thinks adding a feature to spring means adding it to AA, and doesnt realize that caydr may not use that feature at all.
It's a distracting graphical gimmick.

We're playing a game, not filming a movie.
So graphics are bad? A lot of people I saw that gave presentations at the International gaming conference would beg to differ with you, they dont call it a distraction, they call it immersion, providing a background and drawing the player more into the gameworld. Whereas the ideal gameworld under what you said is a group of numbers and letters hovering over a DOS console, with sprites and 23D graphics seen as a distraction.
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Acidd_UK
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Post by Acidd_UK »

I'm with AF on this one...
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Das Bruce
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Post by Das Bruce »

Felix the Cat wrote:Please, no screenshake... this is one of those things that sets Spring aside from other games. It's a distracting graphical gimmick.
Go play text based rpg's in dos if thats your arguement.
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AF
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Post by AF »

Examples include the Cybran factories in supcom, and the energy core in Dawn of War: Dark crusade. The Necron energy core generates a mild shake when upgraded, and the cybran factories shake the screen when you zoom in up close to see them, usually they ahve to fill at least half the screen before it becomes major, but at that level it doesn't matter anyway.
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rattle
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Post by rattle »

The same is used in a lot of space strategy games. When you follow some space craft or capital ship and zoom in on the engines the screen usually slightly shakes. Anyway it's just a feature so why not... shouldn't be too difficult to move or randomly rotate the cam and reset it.

This'd need a shake intensitiy variable and a distance from camera to object when the shaking ought to happen.
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zwzsg
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Post by zwzsg »

As long as the +noshake code is implemented as well I'm fine with it. :P

In TA the problem was the mouse cursor would stay still while the screen underneath moved, so it if the shake occured at a wrong momement, you would misclick (hence irritation and bad playing experience for the user). But if the cursor was following the shake, maybe that issue would be solved, and there would be no wrong mouseclick and it would be possible to keep on clicking even during long earthquake, and so we'd have the cool gimmick without the annoyance. Of course, the cursor would have to know how to follow screenshake only when over the main window and not when over the gui, it would have to know not to escape out of screen, etc... so it's probably a bit more tricky than just "make cursor follow shake", but if done well I wonder if it would effectively remove the annoyance bits from the screenshake.
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AF
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Post by AF »

I think any situation where the shaking actually affects the clicking of units at zoomed out level is going to have to be an intentional thing by the modder, like omg wtf pawn nuke gone off I cant see anything!

And I think that the global screen shakes of OTA would be a bad thing, as in OTA if a nuke went off, the entire map shook at the same intensity. What I'm suggesting requires a fall off radius, so it would have to be a humongous shake.

These shakes should also be specifiable by explosions, and they should have 2 values specifying how long they shake the screen, and how long they send shake() calls to nearby units which may have a settling down animation ongoing....
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LordMatt
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Post by LordMatt »

I hate screenshaking, I have enough trouble clicking what I want to some times to have to deal with that also. +noshake is a must.
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KDR_11k
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Post by KDR_11k »

If explosions could shake the screen you could just spawn those to get your effects.
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AF
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Post by AF »

I hate screenshaking, I have enough trouble clicking what I want to some times to have to deal with that also. +noshake is a must.
Did you not read what I said? No modder would be stupid enough to make the screen shake so violently that it makes it hard to select units. I'm talking about allowing small scale shakes, the sort that only happen when your zoomed in. The sort that happen when the unit causing the shake is taking up most of the screen anyway so even if whats under your mouse moves 10cm back and forth, it doesnt matter because at that zoom your target is 60cm across anyway.
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Guessmyname
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Post by Guessmyname »

AF wrote:
No modder would be stupid enough to make the screen shake so violently that it makes it hard to select units.
I highly doubt that
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rattle
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Post by rattle »

Haha yeah...
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AF
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Post by AF »

Well then the users will have a go at the modder, the way I've proposed this, you'd need to specify a very big shake value to make it carry out that far.
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Noruas
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Post by Noruas »

However, this would be an awsome add on feature to com shooter :P
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Argh
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Post by Argh »

I would love to make things shake so much when Demons die that you just immediately want to throw up.

Not.
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LathanStanley
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Post by LathanStanley »

I like the idea, hell, I'm all for it.

but I want ONE option, and NO its not +noshake or wtf ever..

but rather a SLIDER on the options menu, to scale the amount of shake dynamically.. as a floating point decimal global multiplier

some like alot, some like little... that'd make E V E R Y O N E happy... :wink:
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