#Bomb Defusal
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This is pretty neat!
Are those wires pre-made meshes, or something you're creating at runtime?
probably bodygroups
𤫠nooo... never!
š
yeah, it's 36 wires premade to save fps.
the numbers are also bodygroup - but due to engine limits its actually a second model
with all the fuse states and the indicator states, i ran out of bits for bodygroups lol
its still really awesome!
thanks š i think its nice, it gets a little hectic when you get low on time
or shake the model around lmao
You could use Cra0kalo's StudioMDL to bypass the limit
That's not.. how it works.
However, you could certainly avoid using bodygroups and use submaterials/rendertargets instead for the indicators. And if you were especially apt, generate the wire meshes dynamically
I think you might want to find a way to better explain/imply this process to the player because Iām not sure I understand it from this demonstration
If the wires need to be cut in a specific order, you might want to add a more obvious indicator for that. Numbering the wires, for example
Tbf it's a bomb, I don't imagine it's supposed to be easy on purpose
Well, bombs aren't naturally easy to take apart
Otherwise there's little consequence to not knowing what you're doing
the first step will be amazing
numbers will sequence through, the first being the set to look for so 0003 you will need to remember the 4 digits flashed the third time
then enter it to start the snip sequence
Right but this is a video game and the goal is not to replicate bombs realistically, itās to give players a fun puzzle to complete with time pressure
Actually does give me an idea
Try flashing the first indicator to give a hint
Then flash the 2nd indicator once the 1st is snipped...
Unless thereās a tutorial separate from the bomb itself, youāre forcing the player to try and fail to defuse a bomb several times until they figure out what they need to do. Thatās going to frustrate a lot of players and many of them may simply decide to leave rather than trying again
If this is part of a game mode like TTT where the punishment for failure is potentially killing yourself and many other people, that large negative outcome is likely to make people just not engage with it at all and leave it to someone else
(and that's a good thing imo)
Though I figure what you mean to say is that because the skill floor is raised to "word of mouth" people won't be on your server for very long.
In what way is it good for players to be discouraged from engaging with the gameās mechanics?
Making an unintuitive interface is not a āskill floorā itās bad game design
I'd compare it to amogus tasks but I've never personally played that game, so.
Absolutely not. Among Us takes great care to make their tasks understandable and completable by a first-time player
And, coincidentally, itās a hugely popular game
If the game is easy to learn, more people will learn it. Itās not more complicated than that.
Actually, no. Scratch that.
GTA Online Doomsday Act 3 hacking minigame.
Literally everyone says they can't do it
Which means developers spent a lot of time making something that no one does
Also the noose server farm on the same heist
Spent a lot of time making something that no one does [spend time on]?
Ah, you meant "people don't do."