View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0018776 | Starward Rogue | Suggestion | Mar 11, 2016 5:39 pm | Mar 29, 2016 3:33 pm | |
Reporter | Pepisolo | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 1.016-1.017 | ||||
Summary | 0018776: Ability to change debuff/damage over time colour | ||||
Description | It'd be great if I could choose from a range of colours that is applied to any damage over time indicator. For example, using the VenonmousStinger, which applies damage over time (toxic)it would be a lot better if the colour of the DOT visual indicator was green. Red for burning damage etc. Colours that could be applied to buff and debuff effects would be great too, yellow for damage down, red for damage up etc. Some more control over this stuff would be great if that could be implemented somehow. | ||||
Tags | No tags attached. | ||||
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What is the DOT visual indicator you speak of? |
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Actually, now that you mention it, I really just mean the normal damage indicator don't I? Y'know the red flashy thing. So, I should really just be asking for that indicator to be more customisable. Hopefully you guys get the gist of the request, though. A choice of colours for the damage indicator, or a tint for certain buffs/debuffs, stuff like that. |
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So perhaps the damage indicator should flash according to the damage type? I'm not really sold on this. On the Enemies it would be mostly unimportant to the player. On the player, the different color flashing may be distracting and not very informative. Plus, most damage is just ballistic damage. Buff affect auras are a different matter, and I think we can add those auras directly in the xml. |
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It's important so that players can be sure that a certain effect is working. If I Venomous Stinger an enemy they will flash red, which kind of tells you it's working, but it's not that clear, especially when you're already shooting the same enemy with a normal weapon. If the enemy were to flash green, though, it's pretty clearcut. Seems like a nicety that's pretty common in games, but maybe this could all be done in the xml? |
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We can add a system to the enemy affected and give it a graphical effect. But I don't know how to change the size of the image or the nonsim particle effect. |
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I looked into diffuses and other mode color changes (see PhasedOut), and that looks like trouble. So, plan B is to add a temporary system to the affected ship that generates a nonsim bullet pattern "sparkle" that is 64x64 or 128x128 in size. I think a rotating cloud of stuff would probably work out, with a render=Additive tag. |
Date Modified | Username | Field | Change |
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Mar 11, 2016 5:39 pm | Pepisolo | New Issue | |
Mar 12, 2016 6:34 pm | ptarth | Note Added: 0045407 | |
Mar 12, 2016 7:09 pm | Pepisolo | Note Added: 0045408 | |
Mar 12, 2016 11:22 pm | ptarth | Note Added: 0045416 | |
Mar 12, 2016 11:54 pm | Pepisolo | Note Added: 0045421 | |
Mar 29, 2016 3:17 pm | ptarth | Note Added: 0045459 | |
Mar 29, 2016 3:33 pm | ptarth | Note Added: 0045460 |