LopyLuna / Create-Calamity

MIT License
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Feature: Workplace Hazards #14

Open JR1811 opened 1 year ago

JR1811 commented 1 year ago

Content

Adds Workplace Hazards to the game.

Examples are:

New types of damage

Pipe pressure system

Contributors

rhysdh540 commented 1 year ago

Oh no

JR1811 commented 1 year ago

Its official. Change the description however u want

Sascha-T commented 1 year ago

Oh no

Oh YES

wild feature with 3 people vying to dev it

Sascha-T commented 1 year ago

Should the press crushing effect be applied on tryProcessInWorld/tryProcessOnBelt? Insta-kill or not, and if not, what form should it take? Suffocation during a certain height range of the press animation? Can we clarify?

Sascha-T commented 1 year ago

death

JR1811 commented 1 year ago

Would be nice if it would already press whenever it detects an Entity.

Sascha-T commented 1 year ago

Would be nice if it would already press whenever it detects an Entity. 🫡

code in question reaction

it is a bit aggressive and will crush you if you are even slightly in range, we may choose to reduce damage for people not completely inside or reduce the AABB on the entity detector

but first, we should obviously make the press capable of forcing players into a crouching/crawling position, right? :)

pouffy commented 1 year ago

With the press damage source, make it damage helmets specifically. also the speed should relate to the damage.

Sascha-T commented 1 year ago

With the press damage source, make it damage helmets specifically. also the speed should relate to the damage.

Durability damage relative to speed, damage to player relative to speed, did I get that right? And we could also have it play a "THUNK" or something and skip past the cycle (return to base)

JR1811 commented 1 year ago

wouldnt SU for the entity damage make more sense tho?

Sascha-T commented 1 year ago

wouldnt SU for the entity damage make more sense tho?

true + send a formula

pouffy commented 1 year ago

wouldnt SU for the entity damage make more sense tho?

Yes but if a mechanical press slams down on your head at 256rpm that would likely deal more damage than it slowly pressing down at 16rpm

Sascha-T commented 1 year ago

wouldnt SU for the entity damage make more sense tho?

Yes but if a mechanical press slams down on your head at 256rpm that would likely deal more damage than it slowly pressing down at 16rpm

if it had enough pressure to kill you, the speed doesnt matter is the argument ig?

pouffy commented 1 year ago

I feel like if it's getting crushed by a fast moving component the damage should be instant and large, but if is is slow the damage should be more spread out (kinda like crushing wheels). The pressure would still damage you but the speed makes the death faster.

Sascha-T commented 1 year ago

I committed my additions for the day to the feat/workplace-hazards branch.

I'll get back to discussing and considering that spread-out damage mechanic with you tommorow (or you can just mess up everything, write it yourself and push it in overnight while I'm asleep :p, you choose)

Sascha-T commented 1 year ago

flingy belts exist now as of 0d860fe

Sascha-T commented 1 year ago

cog crushing is so incredibly scuffed :(

Sascha-T commented 1 year ago

scuffed but done

CodedKyoko commented 1 year ago

Players should be able to fall down chutes

JR1811 commented 1 year ago

Players should be able to fall down chutes

How are they supposed to be handled if there are the diagonal chutes?

CodedKyoko commented 1 year ago

@JR1811

Players should be able to fall down chutes

How are they supposed to be handled if there are the diagonal chutes?

as I said, extra fall damage, but they continue falling till they hit the end the the chute

JR1811 commented 1 year ago

as I said, extra fall damage, but they continue falling till they hit the end the the chute

I rly feel like they should get damaged instantly when they bang their head against the metal and keep their normal fall damage handling ngl xD