Modding Convention Proposal: Explosions

Modding Convention Proposal: Explosions

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Modding Convention Proposal: Explosions

Post by Felix the Cat »

I propose that modders voluntarily adopt a convention to make the graphical area of any explosion effect equal to the area of its damage effects in the game. BA in particular seems to have a lot of explosions where the graphical effects go beyond the area of damage. This is visually confusing, as an ordinary player expects the visual and the gameplay explosion to be the same.

Making this simple change would add clarity and uniformity to Spring mods.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

peh

http://cs.selu.edu/~ssmith/BB/download.php?id=1201
http://cs.selu.edu/~ssmith/BB/download.php?id=1232
http://cs.selu.edu/~ssmith/BB/download.php?id=1228
http://cs.selu.edu/~ssmith/BB/download.php?id=1463

By "peh" I mean not so clear or uniform :P

*edit* as a note, the explosion fire etc may be larger then the effected area.. just that fireballs are more negleable to a mech... either way.. if you look at the burns a lot of the explosions have burns that encompass the effect.

SO, I have not helped say anything one way or the other...
but I did a lovely job of adding confusion!


AND!


Image
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Those are pretty.

You have a lot more leeway with a blurry/fuzzy-edged explosion effect. I'll admit that I'm thinking primarily of explosions in BA - things like the LRPC projectile explosions, which have hard-edged explosions effects, where the effect extends ~35% farther out from the origin than does the damage.

That said, this isn't a BA-specific proposal.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Explosion is pretty... death is pretty... no offense but it looks like the dear departed mech was shot to death by a party of lemons, though :wink:
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

This is not a "let's agree on a convention for mods".

This is a "please put some sense back in 'Balanced Annihilation' explosions".

You stated it in half of the post of this thread, it's about BA and not other mods. That area of effect should be related to graphic size is not something we need a convention to settle on. It's friggin common sense. But BA has such magnificient balance that it would be heresy to dare suggest to improve its graphic appeal. :?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Daffodils... :P

The shockwave of an explosion normally outreaches the influence area. I would agree with scaling the core explosion to the area which the area damage covers.
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

rattle wrote:Daffodils... :P

The shockwave of an explosion normally outreaches the influence area. I would agree with scaling the core explosion to the area which the area damage covers.
The shockwave of an explosion is the most visible and hard-edged part (with the possible exception of low-quality groundflashes) - hence the most important to keep scaled to the area of damage only.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

the force wave of an explosion could also be invisible.. your point?

Thing is moders are going to do whatever wel please with the explosions and/or other aspects of our mods. I wish other people would stop being so rude as to attempt impose standards on us. It would be one thing to request that BA correct their explosion sizes or to request that other mods try and make the explosion match the aoe... like I already am/did do.. but people insisting on moding conventions really chaps my hide.

Requests are fine but since you are DEAD SET on your view as being the only correct one... let me explain that the MODERS decide how OUR mods LOOK. We only give you the courtesy of hearing out your request.

That being said, if this WAS request you should perhaps consider addressing each mod individually.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I suppose that is aimed at me, however, that is not at all what I was doing.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I hope felix wasn't aiming at you. You guys are doing what you can to improve aata, people need to give you time! On of the good things about AATA is that it has been one of the more anal mods. I am sure you guys will come up with realistic stuff to the best of your abilities!
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Felix is technically part of the team, Smoth, if I recall.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

then if it was aimed at flozi why would he post it here?
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I was meaning that your criticisms about conventions were aimed at me, Smoth. :P

edit: if felix wanted to criticise me he'd just rant about my politics / stubborness regarding the use of blueprints when modelling.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

well, I could care less about your politics as they do not effect my perception of your internet personality. and frankly the modeling in aata is moving along in a mannor that I, as a fan of it do not feel any ill will over.

As far as the other moder conventions thread. no, I ignored your previous thread and replied to it when it was bumped but I had to strike a bit back at felix because I wanted to stop him where he was and make a line in the sand. As we say on /b/ I am not his personal army... I do not do his biding.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

this sounds like madness.. or blasphemy..
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

This is a perfect example of why this community sucks.

As far as I can tell, nobody actually disagrees with the idea itself.

Instead, as far as I can tell, what is happening is that certain people are pitching fits because they feel that this steps on their toes and violates their little personal domains. Problem is, this isn't actually important enough to have petty politics over.

Maybe there's confusion over what a "voluntary modding convention" is? An example of a voluntary modding convention is that builders are placed first in the build menu of a factory. There's no particular reason other than that it is simply done that way (and has been since the first RTSes). Thereotically I could make a mod in which the builders are randomly interspersed through the build menu. This would make my mod much less user-friendly and understandable. You see what I mean, I hope?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Can I just ignore this and move on now? Explosions should be... big... and pretty... and stuff. Asking me to size it so that it matches a somewhat-fluid definition of the actual size (which is actually a rather complex topic) is just completely wasting my time. In my mods, if it's a teeny explosion, it's probably a small area effect. Bigger explosion? Hmm, maybe a bit bigger, but I am much more concerned with getting the feel right than anything else.

Huge, giant NUKE?

Ok, with that one, I actually made the explosion's base roughly match the damage zone. I'll admit that. But only roughly. Usually, I could give a fig.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

On the subject of big huge nuke...there has yet to be a nuke that takes out half the map and leaves a mushroom cloud for a few hours in the virtual sky. I want to BLIND the enemy player, that's how bright the screen should get. BLINDING, damn it!

Standardized...explosions?

This madness!

THIS IS SPARTA!

Grah. Where was I? Blinding, or standardized explosions? Well standardizing explosions is kinda...silly, if you think about it. Pretty much what Argh said, but with the added and completely bizarre metaphor of: It's like trying to standardized Class Four Bio-Zecksors. It's just not done man!

EDIT: But because it's voluntary and all that, then why am I raising a fuss? Because I like attention. And because I'm hopped up on a combination of too much bed rest and waaaay to little coffee. I've discovered that you drink a negative amount of coffee, then it starts acting on the Heisenberg uncertainty principle...
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

dude, compaired to other places.. no this community is fine.. at least on stuff like this.
Post Reply

Return to “Game Development”