Feature Creep / Player Health

Author
Message
waypoints
9
Years of Service
User Offline
Joined: 11th Jul 2015
Location: U.S.
Posted: 11th Jul 2015 16:21

1) Will you guys be adding support to globally see the player overall health (100/400) - 400 part here. Not just the current HP of the player. Reason for this would be in a game where a player can build up health or increase traits, etc.. current you can only add or set the players active or Hit Points of the players health (left part of health) and it doe no make any sense to have or reflect to the player that their health is (600/100). Also, when this is done via additional health (adding or setting via scripts, etc..) sometimes the HP for the player will reset back to initial health with no reason.

2) Add new property setting to player for Starting Health (HP or Left side of health) and a property setting for overall health of player (500). So when a player marker is placed there would be two properties the designer could work with here. Starting health and Overall Health or Max Health. If Max Health is left empty it adopts the starting health value. The add in the support for part 1 above and now designers and manipulate a players health completely, both active HP and overall health.

3) Add Armor Property Settings to both Player and AI Characters so its more realistic. If an AI's health is at 100 and you set a gun or other weapons strength to 85 it would take two hits to kill the AI. Not realistic! Adding an armor ratio will improve overall game-play and realism of the game as well as for designers.

4) Improve AI - I know the AI can be controlled within the scripts, but basic AI is a little "off". Real situation here: In a test level I had 8 AI's (4 in towers and 4 on the ground. The 4 on the ground were patrolling and in the spawn of the player, right past the player. The player shoots at the first AI that just walked by the player. The AI turns and initiates combat. All good. Then if the player does not shoot again, the AI will just turn away from the player and resume patrolling. What ??!!?? The player is only about 80 cm away from the AI.

5) Improve Head Shot accuracy / kills coinciding with armor (if implemented) - Currently if you walk up to an AI, point blank and look them in the face and shoot them with a weapon set at 65 strength it does not kill the AI. Really. A head shot would kill anything at point-blank range. However, if the AI turns around and you shoot them in the back of the head, sometimes neck, it kills them with one shot......................

Login to post a reply

Server time is: 2024-12-03 17:18:50
Your offset time is: 2024-12-03 17:18:50