Interaction Solutions?

Started by CurdyMilk, March 07, 2010, 10:58:52 PM

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CurdyMilk

I was just thinking...There were some things with CT that weren't quite right when spies and mercs would interact.  I was wondering how you guys were planning to avoid some of these minor issues.

1.  When spies were hacking a computer, they could wait for the merc to charge and then quickly move while being smacked.  The game would not register that the spy was smacked down, and then the spy could easily walk around the merc and break his neck while he was in "recovery" mode.  There was an obvious disconnection between the animations for each and it created a lot of problems when people would complain about it.
2.  Another similar thing was when a spy was trying to drop off a disk.  It would practically be in the case when the spy dies from a nade, but then it suddenly appears on the ground in front without being completed even though it was in the case when he died.
3.  When a spy was hanging on a wall, vent, ledge, etc., it was hard for the merc to smack the spy down because it would not always work.  Could there be a way for the merc to go up to the hanging spy and press a button that causes him to pull the spy down to the ground?
4.  When a spy knocked out a merc, there seemed to be an invisible radius around the merc's head where the spy could still land and knock out the merc even if it was not directly on his head.

These are just a few problems I came up with and I was wondering what your plans were for these.  Or maybe you have not gotten far enough to deal with these yet...

MR.Mic

Different game, different engine, different bugs.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

LennardF1989

Quote from: MR.Mic on March 07, 2010, 11:19:24 PM
Different game, different engine, different bugs.
Indeed, stop acting like we're upgrading (or even: making) a blend copy of the CT code, we aren't. I mean this in general CurdyMilk (so I'm not personally attacking you), people seem to forget that fact.

CurdyMilk

Ok, I see where you are coming from here and I agree.  Sometimes I forget that there is no correlation between the games as far as gameplay.  It is just the only game I have as a comparison, and if I actually had my hands on this game I probably could see this better.  I may have given the impression that this is the same, but that was not really my intention.  I just want to be sure that these don't happen again, especially something such as the head jumping.  I am not saying that these problems would happen; I just know that they could.  It is more of a precaution than anything...but I am sure you are already well aware of it.

Cronky

I see what you're getting at here.

Just a shout out of Interactivity Problems as so they can make some kind of checklist to avoid.

Add hanging Spies and their inability to be knocked down by Rush/Taser. Pretty sure it was if they just hung there, maybe it was also in the transition of them getting up too.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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Davyl

This will be kind of Off-Topic but who cares.

Imho, the bugs made the game to what it is now, i think those bugs were great because you had to be even more careful and its great to get opportunities to kill ppl.

And ofc. Other game, other engine

Pretty simple..

Westfall

Those bugs were exploits, and ruined MANY games when I was still playing. I'm sure everyone has stories of how bugs/glitches ruined several games. Combine the glitch with the laggy code and you're right, it made the game....a piece of shit. I'm sure the devs will be checking out for the little things and i'm sure we'll end of finding bugs with the new engine, but I don't want bugs to make a game for me.

HeyBlinkin.

Those bugs were consistent, so if you charged a hanging spy, only to get your neck snapped, its your own fault.  Instanades, however..   


Spark Mandriller

You guys gonna fix that changing visions to get out of the long fall animation bug? So many people used it that it's halfway to a legitimate move by now, tbh.

Succubus Dryad Of The Undying Comet

Quote from: Ambiguous Rocket on March 11, 2010, 03:35:30 PM
You guys gonna fix that changing visions to get out of the long fall animation bug? So many people used it that it's a legitimate move by now, tbh.
fix'd

MR.Mic

Quote from: Ambiguous Rocket on March 11, 2010, 03:35:30 PM
You guys gonna fix that changing visions to get out of the long fall animation bug? So many people used it that it's halfway to a legitimate move by now, tbh.

I think the consensus was to make a legitimate move that allowed you to perform a safe landing. Possibly through a tuck and roll or something.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

frvge

Yes. Probably needs to be timed correctly to make it work.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Roberto1223

How about this one? (dont hate me "pros").

When a spy jumps on a merc and the merc berserks a second before the hit, the spy is knocked out.
This is dumb because if the surface area to register a hit is reduced to only the mercs head (when a spy wants to jump on him) then whether the mercs head is spining or not should have no effect on the spy's ability to break the mercs spine and neck when jumping on him.

Unless of coarse u guys bother to do some kind of a "missed jump surface area radius" where the merc's swiinging rifle is at and the spy lands there then he would indeed get his ass wooped by the mercs gun.


frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Cronky

I agree with that one.

Annoying to have a perfect jump RUINED by an overcautious Berserker. Since unless they are within dropping distance you do have to make some sound to land on them. Blip Blip, Berserk, Spy Dead.

Makes too much sense.

Never understood why the hitbox for that move was the WHOLE Merc anyway.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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xFire:Cronkbot | Steam:Cronky