Drachengeifer1 / vdrift-ogre

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Car performance damage #234

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
Not the same subject as visual damage discussed in issue 87. I think it would 
be nice to have a game option allowing performance damage to different parts of 
the car. When a part is damaged, it will act up or be less efficient. Damaged 
components can cause sounds and particle effects such as smokes or sparks. HUD 
indicators should inform the player about the state of each car component.

Examples: If you hit your car near the engine, the engine will start acting up 
and accelerating more poorly. If you hit the bottom of the car you damage the 
clutch, and changing gears will be slower or might not work. If you force a 
tire, its suspension will break... while leaving tire trails behind should wear 
the tire out and result in less friction. If you overuse the brake / handbrake 
they should wear off and become less efficient. There could also be an engine 
overheating system based on how much you keep the engine at a high RPM.

Another great possibility is cars getting destroyed if involved in a crash 
that's too powerful (or the engine overheats so much it blows). When damage is 
too high, the car should stop working and the player should be informed they're 
out of the race. This should especially happen if you fall off huge cliffs.

I'd like this both because it would be more realistic, and because it would 
encourage players to connect with their cars and understand how they work 
better. Also, if a player takes damage, it will offer them the challenge of 
driving a car with issues... for example having to steer right because 
suspension is broken and the car is pulling left. IMO such would be very 
appropriate for an outdoor racing sim with long tracks like StuntRally, and I 
hope it can happen.

My suggested implementation is a .damage file for each car, where you can write 
your own triggers and actions. You can assign different values from the .car 
file to be increased or decreased based on events... such as impacts near 
specific origins, suspension stress on X tire, brake usage, engine RPM, etc.

Original issue reported on code.google.com by MirceaKi...@gmail.com on 12 May 2013 at 1:09

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GoogleCodeExporter commented 8 years ago
Would be best to have some simple damage model for Challenges (i.e, one of 
requirements could be no serious crash during drive).

Some kind of simple damage model could be nice for regular driving too, e.g. 
crashes reduce health(damage%) based on collision velocity and with low health 
smoke and eventually flames start to rise from the engine - no need to concider 
damage texture or deform initially, just spawn some particles so would probably 
be rather easy to implement.
So todo:
- smoke, fire particles from engine
- hud damage % indicator
- reducing engine power basing on damage %
- maybe also random steering movements etc.
This would add considerable depth to the gameplay.

Original comment by Cry...@gmail.com on 18 Jun 2013 at 5:00

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GoogleCodeExporter commented 8 years ago
Ok so done is:
Damage % (based on bullet hits from sounds code),
hud, reducing engine,brake,boost power with damage (when over 50%).
At 100% car stops working.
Also damage types (combo on gui): none, reduced, normal.

Need only some particles (if look good) and that's it for now.
Damage will be great for Challenges.

Original comment by Cry...@gmail.com on 10 Jul 2013 at 8:45

GoogleCodeExporter commented 8 years ago
That sounds really awesome and exciting! Fantastic work, really glad this is in 
:)

Original comment by MirceaKi...@gmail.com on 10 Jul 2013 at 9:24

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Original comment by Cry...@gmail.com on 2 Apr 2014 at 11:40

GoogleCodeExporter commented 8 years ago

Original comment by Cry...@gmail.com on 9 May 2014 at 7:59

GoogleCodeExporter commented 8 years ago
Closing.

Original comment by Cry...@gmail.com on 26 Jul 2014 at 8:13