Q1. I have tweaked the regularity of damage dealt to the
player within the limitations of Unreal Tournament. Do you feel this change has
any bearing on the effect to the player, for example do you think the player
would be more likely to want to escape as soon as possible.
Q2. At 10 damage per second, split into 2 hits of 5, do you
still feel the damage is enough to impact the flow?
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Peer 1:
1. I think the change
on the more/faster pace of damage is better and it will make players avoided or
try to get out of the hazard as soon as.
2. I do think this damage is sufficient enough if it was possible
to do more damage it over time this would be a better option.
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Peer 2:
1. I think the player is more likely to avoid the central
path with the new damage.
2. I still think it may still be a little low? Though you
cannot avoid damage by jumping, you can still use the translocator, which I
guess is a risk vs reward, as you are exposed while you aim/teleport.
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Peer 3:
1. Lava is much better now – workaround for two ticks per
second is solid without having to tamper within blueprints needlessly. It feels
more ‘realistic’ although you could work on having it dripping from the player –
melting arms, legs and faces. Get on it lad.
2. Apparently I don’t read questions ahead; as answered
previously – yeah I feel the damage is definitely more on par with what you’re
looking for here. The whole point I made initially was that you could literally
strafe around and get a handful of kills and with other incoming fire you barely
noticed it at all. Now however that isn’t the case you do feel the impact and I
would safely say it affects the flow.
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Peer 4:
1. Definitely! Makes you want to get out
and find alternative routes and avoid the lava, so it brings variation to the
game and opens up.
2. No, the game feels fine. It just causes you to think more about routes
to take, rather than going a direct route or standing in a fire fight too long
I think.
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From the feedback I have received, I can tell there are still tweaks I could ideally benefit from making, however within the limitations of Unreal Tournament Editor I'm not 100% sure how modifiable these are.
I would ideally like the Translocator removed from my game mode, but on researching that change, without modifying the core blueprint of my game mode I cannot remove it.
There is also still the possibility of adding more damage to the pain caused by the environmental hazard, whilst I personally feel 10 health per second is enough, I will look into this again and test higher damage scales in full play with bots present.
From this point going forward, whilst these may not be reflected within this unit due to time constraints, the elements I will look to continue working on are;
I would ideally like the Translocator removed from my game mode, but on researching that change, without modifying the core blueprint of my game mode I cannot remove it.
There is also still the possibility of adding more damage to the pain caused by the environmental hazard, whilst I personally feel 10 health per second is enough, I will look into this again and test higher damage scales in full play with bots present.
From this point going forward, whilst these may not be reflected within this unit due to time constraints, the elements I will look to continue working on are;
- Overall damage dealt by environmental hazard.
- Implementing my own game mode blueprint based on CTF, with the ability to remove the translocator.
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