Quote: "Although I think a bullet impact should hurt far more than it does now, the system sounds kinda like what I had in mind for Seadome."
Well I in no way meant to steal your idea. From the way my stats interact, I think it's pretty unique. But I'm gonna go check out seadome now to see whats going on there!
Quote: "With the system your making you have to be realistic, like if you shoot someone in the head even once, he is going to die instantly, not keep on bleeding"
I know. I totally agree. But the implementation of that is hard man! I think I can fake hit boxes for legs, torso and head, using the y height at which the "bullet" hits the enemy. I'm not sure about this though. At the moment the battle between you and 2 enemies is roughly equal, you have to fight hard to survive... what I'm saying is, at the moment is that the rules that apply to the enemy apply to the player. If I add headshots on enemies, I'll have to add it for the player, which will just be frustrating when you get clipped in the head mid fight. I know that sounds silly, but if I just have headshots on enemies then the whole system becomes alot easier...
Quote: "
I think you should add some subtle bloom, the other shaders aren't that important and just slow the game down."
well, I agree about bloom, but I'm not sure I agree overall. I mean the other shaders don't have any effect on the framerate what so ever. I put in HDR bloom from the shader pack (and tweaked it to make it faster), and I still don't get above 20FPS.
Ideally I'd like to convert the Nvidia object bloom shader for DB, so I could just bloom shade things like muzzleflash and light halos. It'd save a bunch of CPU, as Full screen shaders seem to kill DB for me.
**anyone who can convert the object bloom shader for me, so that it works in DBpro, I'll either do some free model/texture work for or pay..**
Quote: "The visual damage on the player is very nice as well, not many would go through the trouble of doing somethng like that, and the white t-shirt helps reflect that well. I'd grunge up the t abit more though as it's kinda too white."
Thanks man, it's not actually loads of different textures. The player's base texture remains the same, and it get blended with an alpha textured blood overlay. there are 7 variations. This means that I don't have to make (and load) 8 textrues for every character, just one texture for each character, and a global selection of bloodsplat images.
I agree the T-shirt needs grunging. Eventually I think you'll be in a different outfit, something more grubby shirt and suit pants.