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IDProjectCategoryLast Update
0018776Starward RogueSuggestionMar 29, 2016 3:33 pm
ReporterPepisolo Assigned To 
Status newResolutionopen 
Product Version1.016-1.017 
Summary0018776: Ability to change debuff/damage over time colour
DescriptionIt'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.
TagsNo tags attached.

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ptarth

Mar 12, 2016 6:34 pm

developer   ~0045407

What is the DOT visual indicator you speak of?

Pepisolo

Mar 12, 2016 7:09 pm

developer   ~0045408

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.

ptarth

Mar 12, 2016 11:22 pm

developer   ~0045416

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.

Pepisolo

Mar 12, 2016 11:54 pm

developer   ~0045421

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?

ptarth

Mar 29, 2016 3:17 pm

developer   ~0045459

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.

ptarth

Mar 29, 2016 3:33 pm

developer   ~0045460

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.

Issue History

Date Modified Username Field Change
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