View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0018961 | AI War 2 | Bug - Gameplay | Feb 27, 2017 7:57 pm | Mar 1, 2017 8:56 am | |
Reporter | Zogheen | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 0.102 | ||||
Summary | 0018961: Ships firing after being destroyed | ||||
Description | This may be a graphical issue, however after a ship is destroyed, sometimes it will keep firing for a few seconds after death (the shots just appear from the air where it died). These shots will do damage, hovering over a squad being hit showed that it lost one ship and some more health from the after death shots. | ||||
Tags | No tags attached. | ||||
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Yeah, this is definitely a graphical thing. I think that overall we're having too much per-shot delay in general (for some various historical reasons that made sense), versus blasting a lot of shots more in a group. We'll get this sorted out, anyhow. Thanks! |
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I had a thought that may or may not assist in that, but since you mentioned per-shot delay, I would guess that it's related to squads, and them being considered 'one ship' in terms of the game loading. To lower the per-shot delay, you could have it shoot multiple shots at once along the width of the squad. That would lower the delay possibly in a large way (I don't know your code), and would have the added benefits of looking great and immersion with all of the ships firing at once in a kind of broadside manner, not one at a time. |
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Oh yeah, that's definitely the plan. The reason we did it the other way is because we don't yet have the shots emanating from the individual ships (it's on my todo list: https://trello.com/b/tz2k8Q15/chris-ai-war-2-todo). In order to actually see that there WERE multiple shots being fired, the delay had to be pretty hefty, since otherwise they'd all just be on top of one another. But having slightly-offset volleys of shots instead is something I'm really looking forward to getting in there soon. |
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For 0.102: * Now when a ship dies or enters a wormhole, any shots it had already fired but were visually delayed (so that you could tell there was more than one shot) skip the rest of their visual delay so you don't see a continuing stream of shots from the now empty space in cases of stuff like MLRS with very high rate of fire. Thanks :) Offsetting the shots visually would be nice, especially for multi-ship squads and big stuff with multiple visual "weapon banks" (like the bigger MLRS guardians; seeing shots come out of all its visual weapon banks would be awesome), but it wouldn't deal with the root issue. |
Date Modified | Username | Field | Change |
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Feb 27, 2017 7:57 pm | Zogheen | New Issue | |
Feb 28, 2017 4:25 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 28, 2017 4:25 pm | Chris_McElligottPark | Status | new => assigned |
Feb 28, 2017 4:26 pm | Chris_McElligottPark | Note Added: 0045777 | |
Feb 28, 2017 6:28 pm | Zogheen | Note Added: 0045781 | |
Feb 28, 2017 7:27 pm | Chris_McElligottPark | Note Added: 0045783 | |
Mar 1, 2017 8:56 am | keith.lamothe | Note Added: 0045791 | |
Mar 1, 2017 8:56 am | keith.lamothe | Status | assigned => resolved |
Mar 1, 2017 8:56 am | keith.lamothe | Fixed in Version | => 0.102 |
Mar 1, 2017 8:56 am | keith.lamothe | Resolution | open => fixed |