Hello
I believe that warmerise has its own DNA and its one of the reasons why its a fun casual game to play therefore not having the need to copy certain features and systems from other famous games mainly fps, like CS and COD, however this does not mean that we shouldn't see what those other games do right and try to adapt in here in order to create a more enjoyable experience, and the game that I've recently been playing, you might have heard it, its fortnite, love it or hate epic games does do a good job in establishing some mechanics in their game that despite not being groundbreaking either are not new or only now with the game's relevance have come to spotlight
So next are some suggestions that i'd like to make, im creating a new forum instead of another cause for what i understood you can't comment on old, innactive threads, pls correct/explain me if I'm wrong, so onto the suggestions.
1) Grenade trajectory line
for those who play it you know what im talking about, this offers a reliable line that shows the trajectory of a grenade and its place of impact, this would also solve another problem (slighty) that i've seen some ppl complain mainly on the M67 but not only refered to this which is the spam of explosive items, since to implement this G.T.L you'd need to change how a grenade is throwed, instead of just pressing a key (v as a default) you'd need to press v to select it and then mouse's left button to launch it.
2) Enemy Damage dealt display
Instead of having to deviate your attention to a mid right on screen dmg log attach it to the enemy player, this way we can have a clearer and faster view on if we're doing dmg (in case of spawn protection) and on how much
Last but not least 3)Bullet sound When playing warmerise ive come to notice that a bullet doesnt make any sound when traveling in mid air The only sound the player can hear is the shot itself and the ricochet. when in fortnite if a (e.g.) a sniper shot passes right next to you you'll ear that nerve wrecking and 'scary' buzzing sound This is a small implementation that (let me know) is easy to do, however smth that i believe would be a great step on improving the player experience since it has the ability to the feeling of eminent danger Let me know what are your thoughs and opinions on this
3) Bullet 'buzzing' sound
In warmerise, a player is only able to hear 2 sounds, the shot itself and the ricochet, if a bullet passes close to your head for example you won't hear a thing, my suggestion is to implement this sourt of sounds https://www.youtube.com/watch?v=z2mHMkZlFxA https://www.youtube.com/watch?v=ZLw3B421JH0 this is a step forward on optimizing the player's experiencing, causing him a rush of adrenaline since this sounds effect can show the iminent sound of danger while improving the overall atmosphere
I see, being technically difficult is the same as technically executable? -by other words, is it hard to do or implement with sucess-
what I didn't knew was that part of the code being old, and my main question is, if the code is that old and is needing a re-work why didn't that re-work happened when the game was down? wouldn't this have been a perfect timing? and what would a rework/refresh on the code bring to warmerise? a better performance?
About the performance hit, I do think that it would affect it but that dmg display wouldn't be that damaging that would be a turn off
As for the throwing arc we could atleast try it i guess, maybe adding a draw/drag like in the bow with some tweaks with it (about 20% more damage and 15% less on the Explosion Radius)
i think that being a fast passed game is a good thing reminds me of quake and freefall tournament but this doesnt mean a constant spam of grenades
You seem to have a ton of knowledge on this area and I like it, you explain it really well and in a simple way to someone who understands very little (me)
I'd LOVE to see an optimized warmerise, that in the best case, would look way better and run way smoother, if the end visual result would look simillar to your work it would be some top tier stuff for a browser game.
The tweaks I mentioned were to be implement on the m67 but i think you're right, such a big nerf on that gun would cause a large displease (like we saw with the graivity gun) so a new grenade would be an interesting approach and while a need for a more powerfull, precise, less radius 'nade is a good start for a grenade i don't think this would be enough on its own to have the need to create an entire new item, it needs another 'smth'
I saw that post too, and while i agree with you i dont 100% agree with your view that its powerfull cause its overused (or the other way around not sure what was your comment tbh) im more of a 50/50, i think that Max was adding or did had a cooldown time, & I don't possess the M67, but for what it seems that didn't come to effect and if this cooldown did its a bit impercetible, while i don't like those forums where they just ask stuff to be resolved instead of coming up with fresh ideas i do agree a bit with the dude that it can be spammed, i recall playing in certain servers that are more CQB and its just hell on earth, in 1v1 this isnt felt as much ig but in big teams vs big teams, if they all possess the item looks like you're at the end of the cretacious, so going from 3 to 2 m67 (i think that all additional items should go from 3 to 2) may in addition to a slightly longer cooldown solve the problems, once again i strongly think that this is the type of stuff that should be texted on a testing page for a long time with a right number and the right people and only them should it come to public, otherwise you're gonna introduce an item and when you come to realize that it needs a tweak (normally a nerf) the community as already grown attatched to the stats and people are in general resitant to change, the main example that comes to my mind is like i refered before the gravity, and I understand, atleast I try to, peoples displease, I would be to, but they need to see the bigger picture and see whats better for the game
"And also an indicator to alert the player who's under the vicinity of a bomb explosion, would also be a nice addition"
Indeed, its a great idea that didn't come to me!
about your number 2, yeah thats pretty much what i was saying, the amount (and if its or its not doing damage in addition)
try seing some fortnite videos and you'll see what im talking about
Chrono I've been thinking of your comment and as i think of it i come more to realize and agree with you on the grenades topic, in which having more options would reduce the m67 usage. (i was thinking of an eletric grenade, this 'funny' -ig- item)
My update on this, the part 2, that i wanted to make was a suggestion on the addition of the hability to see the players POV when spectating
Damage numbers are a similar story: while useful and seemingly simple, you'd have to instance a damage prefab, set the damage value, then continuously set the rotation of that object to always point to the player. While possible, I'm betting this would be a performance hit. Totally happy to be proven wrong on that one though.
Not really, no. You can have a UI Text element and update it's text and attach it to player prefab. That's all there is.
Speaking of performance Warmerise uses C# 3.0 and many of the stuff like Chrono said is legacy. Many of the new multiplayer games use .Net Fx 4.0 and the latest Unity elements which is why they don't get a major performance hit. A good example is UFPS/MFPS both can be ran on WebGl, offer much better graphics and have all the modern elements of a MFPS/FPS game.
Zero said:Damage numbers are a similar story: while useful and seemingly simple, you'd have to instance a damage prefab, set the damage value, then continuously set the rotation of that object to always point to the player. While possible, I'm betting this would be a performance hit. Totally happy to be proven wrong on that one though.
Not really, no. You can have a UI Text element and update it's text and attach it to player prefab. That's all there is.
Speaking of performance Warmerise uses C# 3.0 and many of the stuff like Chrono said is legacy. Many of the new multiplayer games use .Net Fx 4.0 and the latest Unity elements which is why they don't get a major performance hit. A good example is UFPS/MFPS both can be ran on WebGl, offer much better graphics and have all the modern elements of a MFPS/FPS game.
Zero, How much would it take to rewrite it? transfer warm from the legacy to eg .Net Fx 4.0
aprox. ofc this doesn't have a certain answer, but your opinion
You'd be better off creating a new game instead of doing a rewrite of the current one. The current code is not worth salvaging in any shape or form but again if you've the dedication then it should take a month or 2 to finish most of the rewrite assuming you spend a whole day rewrting it.
VeiN said:Chrono I've been thinking of your comment and as i think of it i come more to realize and agree with you on the grenades topic, in which having more options would reduce the m67 usage. (i was thinking of an eletric grenade, this 'funny' -ig- item)
My update on this, the part 2, that i wanted to make was a suggestion on the addition of the hability to see the players POV when spectating
this has already been suggested a couple of times, wouldn't mind actually
would for sure make the experience of spectating a lot better if u ask me
Zero said:You'd be better off creating a new game instead of doing a rewrite of the current one. The current code is not worth salvaging in any shape or form but again if you've the dedication then it should take a month or 2 to finish most of the rewrite assuming you spend a whole day rewrting it.
what would be the gains for the game? would performance go up?
VeiN said:Zero said:You'd be better off creating a new game instead of doing a rewrite of the current one. The current code is not worth salvaging in any shape or form but again if you've the dedication then it should take a month or 2 to finish most of the rewrite assuming you spend a whole day rewrting it.
what would be the gains for the game? would performance go up?
I can't say for certain one way or another. I'd need Zero, or another programmer who's more familiar with how webGL works as a technology. However, at the very least, I can say that the game would be more ready to upgrade in the future. As WebGL evolves, as well as Unity and game engines as a whole, it would be easier to keep on top of new features and new optimizations without needing to maintain weird workarounds and buggy patches for legacy systems.
Again though, it would all REALLY depend on how efficiently WebGL works. It's something that would need to be tested with a new multiplayer FPS written from the ground up in Unity 2018.
VeiN said:Hello
I believe that warmerise has its own DNA and its one of the reasons why its a fun casual game to play therefore not having the need to copy certain features and systems from other famous games mainly fps, like CS and COD, however this does not mean that we shouldn't see what those other games do right and try to adapt in here in order to create a more enjoyable experience, and the game that I've recently been playing, you might have heard it, its fortnite, love it or hate epic games does do a good job in establishing some mechanics in their game that despite not being groundbreaking either are not new or only now with the game's relevance have come to spotlight
So next are some suggestions that i'd like to make, im creating a new forum instead of another cause for what i understood you can't comment on old, innactive threads, pls correct/explain me if I'm wrong, so onto the suggestions.
1) Grenade trajectory line
for those who play it you know what im talking about, this offers a reliable line that shows the trajectory of a grenade and its place of impact, this would also solve another problem (slighty) that i've seen some ppl complain mainly on the M67 but not only refered to this which is the spam of explosive items, since to implement this G.T.L you'd need to change how a grenade is throwed, instead of just pressing a key (v as a default) you'd need to press v to select it and then mouse's left button to launch it.
2) Enemy Damage dealt display
Instead of having to deviate your attention to a mid right on screen dmg log attach it to the enemy player, this way we can have a clearer and faster view on if we're doing dmg (in case of spawn protection) and on how much
Last but not least 3)Bullet sound When playing warmerise ive come to notice that a bullet doesnt make any sound when traveling in mid air The only sound the player can hear is the shot itself and the ricochet. when in fortnite if a (e.g.) a sniper shot passes right next to you you'll ear that nerve wrecking and 'scary' buzzing sound This is a small implementation that (let me know) is easy to do, however smth that i believe would be a great step on improving the player experience since it has the ability to the feeling of eminent danger Let me know what are your thoughs and opinions on this
3) Bullet 'buzzing' sound
In warmerise, a player is only able to hear 2 sounds, the shot itself and the ricochet, if a bullet passes close to your head for example you won't hear a thing, my suggestion is to implement this sourt of sounds https://www.youtube.com/watch?v=z2mHMkZlFxA https://www.youtube.com/watch?v=ZLw3B421JH0 this is a step forward on optimizing the player's experiencing, causing him a rush of adrenaline since this sounds effect can show the iminent sound of danger while improving the overall atmosphere
A more visible hitmarker on the shotgun, the shotgun has the particularity of shooting pellets, so my idea was to add a red dot on the crosshair for each pellet that hits the target
This idea is also inspired on fortnite, its a good way to see if your shot did some light, medium or heavy damage, I will try to find a video and post it here
Since my suggestion number 3 was heard and implemented, which i very much appreciate i want to leave another suggestion to Max
explanation;
when we are playing if we are a little further away from the shots being fired and are not the target, we basically don't hear anything, its just a blank sound, so my suggestion is this, each time a player shots his weapon in addition of us earing the sonic boom when the bullets passes next to us (i also wanted to suggest maybe make this radius about 50% longer) or hits an object near us, we'd hear this crackiling sounds in the distance of shots feing fired
https://www.youtube.com/watch?v=GCvLiDkjQTc
here are some sounds of weapons in fortnite that i want you not only to pay attention to the detail on movement (like listening the player scope) but the way distance makes sound vary, idk if its possible but maybe use this sounds on our weapons i guess, not 100% but some stuff i think
https://www.youtube.com/watch?v=tEULaIx6-8A sniper
https://www.youtube.com/watch?v=nhHlSa48d10 smg's
something that i think warmerise is lacking and that a lot of FPS also fail is to give attention to sound design, and in a FPS (like in almost all games only in different situations) we need adrenaline, i want to feel the "danger", adding this shots would make the game way more immersive
what do you think? let me know about your opinions