coderCleric / Poltergeist

MIT License
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Suggestion #18

Closed RosinRush closed 1 month ago

RosinRush commented 2 months ago

How about being able to manifest in some way to high-insanity players for a short time at the cost of power drain.

Also, power seems to regen quite quickly.

coderCleric commented 2 months ago

I do like that manifesting idea. Probably won't be a thing this update since I don't understand the networked stuff yet, but should be a good idea for the future.

As for the power regen, next update should have more config options to tweak things like that.

RosinRush commented 2 months ago

Sounds great. Though, for manifesting, I was thinking maybe through an audio drone? Would that be hard to implement? (just, like, pressing 1 to toggle ghost sounds, maybe 2 gives you a second to say something, albeit extremely distorted)

coderCleric commented 2 months ago

Could do something like that, although I do have a different idea. I was currently thinking that I would make ghosts visible to other ghosts as light blue disembodied player heads. Then, for a power cost, you could make yourself visible to the living for a couple of seconds. This would let you attempt to communicate via whatever movements you do during that time. (Plus, then I don't have to figure out how LC does voices)

As an extra little funny the way I'm thinking of doing it would also make ghosts visible on the camera looking out the back of the ship.

RosinRush commented 2 months ago

That sounds really cool.

Maybe you could make a ghost visor of some sort that worked similarly?

coderCleric commented 2 months ago

I'm not sure what you mean, like on the screens of ghosts? Kinda how living players can see the edges of the mask?

RosinRush commented 2 months ago

Oh, sorry, I meant glasses or something that let you see the ghost models while they're equipped instead of masking the models.

coderCleric commented 2 months ago

That could be a fun idea if I decide to do a little custom loot or something like that.

coderCleric commented 1 month ago

Closing as resolved as of v1.1.0.