#Skeletal creation and blood reduction

1 messages · Page 1 of 1 (latest)

spare owl
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I have no idea how characters are made in games, but I hope that you can add Timmy bones inside the model so that they have a separate collision, for example, creating bones when a part of the body is damaged, creating a bone object when you shoot a hand and it flies off along with the bone in different directions, of course, it would be bliss if Timmy had bones with functionality, when pressure or mass was applied, the leg along with the bones was crushed and they broke through the flesh, or when falling, the bone broke and pierced the lower leg, and so on. About blood. It is necessary to reduce its number and size of splashes, in which case the game looks like doom or ppg, you need to make the splashes not so obvious, in real life, when it hits the head, it will not splash blood like cola with mentos, it will flow if the artery is touched, then the blood under it can spray with high pressure, I think that’s all, I don’t recommend taking the offer as hatred of the game, I like it and what it turns into.

signal fable
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can you explain in more concisely what your suggestion is?

spare owl
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Reduce the amount of blood, make a trickle of blood instead of splashing, add spatter when it hits an artery, add a skeleton inside Timmy (if possible)

signal fable
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no
what
what's a spatter
dunno maybe but no

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"add bones inside the model, creating bone when body is damage, creating a bone so that when you shoot a hand it flies along with the bone"

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I tried 👀

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you need to make the splashes not so obvious, in real life, when it hits the head, it will not splash blood like cola with mentos

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I need to make a game I'm happy with

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and

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what's your reference for saying that the game "splashes blood like cola with mentos" when not hitting an artery?

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can you source an example of the game doing that?

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this is the pistol behavior

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the very last bullet hits the heart, it's only then that it starts bleeding more.

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now, that being put on the side, everybody will come up with their own "uhuhuh it does this IRL" or "it doesn't do that IRL"

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I don't really care. We can all find different examples of different behaviors IRL. I'm not making a simulation, I'm making something that is realistic and medically inspired that feels satisfying to my tastes.

spare owl
# signal fable

after the last bullet hit, it was as if half a liter of blood had spilled out in a second

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I meant it

signal fable
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Alright here's a grand idea

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Unreal is free

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Make your own game

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Show me how it's done

spare owl
signal fable
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Unreal is in neither of those but you're welcome to do it.

spare owl
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I'm lazy, I don't judge your game, honestly I'm interested in progress, do what you want

signal fable
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I hear

stone hemlock
# signal fable

Its kinda weird how it looks like his feet are glued to the ground when hes stumbling durring 0:02 seconds

signal fable
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...they're not?

stone hemlock
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I could be wrong but he doesnt move his legs at all when he gets shot 6 times

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which just looks kinda weird

signal fable
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alright thanks for the feedback

stone hemlock
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np 👍

torpid current
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sometimes games dont need to be fully realistic, exaggerated features sometime have to happen for gameplay to be interesting