2010-01-03, 09:58 PM
I hadn't tried it because the amount of events necessary to accomplish it in my game was impossible.
I guess it depends on the scenario but you'd really have to have some sort of script tool to help implement the events...something like what Kilroy did with AutoIt.
The reason I say that is...just take for example the fire crystal 'lighthouse' tower from the west shore in my game. You could fall off of any side, and there are about 12 blocks that make up the top...so you would have to have at least 12 different beginning falling events. On top of that you would then have to make the game realize that the event should not be triggered on the way up....additionally you can fall to different heights from the top depending on whether or not you fell toward the ground or toward the steps one level below you...so there would be no good way of identifying how far the player falls if he changes angle mid fall.
Now the above scenario may not be in everyone's game...and maybe you were considering only adding falling damage between a known ledge height and falling distance...but my point is if you go the route of adding it to a cliff scenario...then logicallly a player would expect to see it from a tall building or multi-level stair case...and if you can't produce correct results for one scenario, its likely not a good idea to only do some areas with falling damage.
Just my 2 cents.
What would be nice is if they had just put the equation in the game for falling damage, but playing through KFJ, I realized there is no falling damage in that game, so they never had to.
What a shame it wasnt the KF1 US making tool...then it would have been preprogrammed with bows/multi-tier maps/falling damage and the works.
I guess it depends on the scenario but you'd really have to have some sort of script tool to help implement the events...something like what Kilroy did with AutoIt.
The reason I say that is...just take for example the fire crystal 'lighthouse' tower from the west shore in my game. You could fall off of any side, and there are about 12 blocks that make up the top...so you would have to have at least 12 different beginning falling events. On top of that you would then have to make the game realize that the event should not be triggered on the way up....additionally you can fall to different heights from the top depending on whether or not you fell toward the ground or toward the steps one level below you...so there would be no good way of identifying how far the player falls if he changes angle mid fall.
Now the above scenario may not be in everyone's game...and maybe you were considering only adding falling damage between a known ledge height and falling distance...but my point is if you go the route of adding it to a cliff scenario...then logicallly a player would expect to see it from a tall building or multi-level stair case...and if you can't produce correct results for one scenario, its likely not a good idea to only do some areas with falling damage.
Just my 2 cents.
What would be nice is if they had just put the equation in the game for falling damage, but playing through KFJ, I realized there is no falling damage in that game, so they never had to.
What a shame it wasnt the KF1 US making tool...then it would have been preprogrammed with bows/multi-tier maps/falling damage and the works.
- Todd DuFore (DMPDesign)
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