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  • #15231
    YoshimitsuYoshimitsu
    Kickstarter Backer
    Topics: 57
    Replies: 421

    A number of times recently I have encountered a problem in Challenge Mode. I am at low armor and about to die when I see a pair of lovely blue orbs on the other side of a room. I decide that it’s worth the risk of crossing a dangerous area to get them and try to survive. I set off towards the orbs but just as I’m about to pick them up they vanish. Then I die.

    It’s happened often enough that I am becoming mistrustful of orbs since I can’t be sure that what I’m seeing will last long enough for me to get to them. This adds yet another element to take focus away from combat during frantic moments and distract me. I get that they eventually need to vanish or the map will get clogged with them but it would be great if they weren’t snatched away just as you’re about to pick one up (especially if you took a risk to go for them).

    #15236
    CHILLYBUSCHILLYBUS
    Kickstarter Backer
    Topics: 61
    Replies: 173

    +1 to this too, though it’s rare and fast enough that I do a double-take to make sure I saw a powerup in the first place!

    As always idk anything about coding something like this but it sounds expensive processing-wise. You’d have to check the player’s field of view every so often to see what powerups they were looking at…though I’m guessing raycasting a screen in front of the player’s viewport would be pretty cheap to do.

    A bit off-topic but powerups had a despawn in D1/2 of a little green electrical crosshair thing plus a weird noise! Wouldn’t mind similar coming back. It’d also be useful to get D3 multi’s powerup spawn noise for those that arrive on the map nearby. Either one would need tweaking to fit into the soundscape though.

    #15238
    sfischersfischer
    Overload Team
    Topics: 4
    Replies: 105

    1. I’m not sure what the best approach to this would be, but I’ll talk with Luke/Mike about it and see if we can do *something* so that we can avoid some of the frustration. Ideally we do want things to be able to despawn when the player can see them so that they are aware that it happens, but not when they’re actively trying to get them, as that’s just mean.

    2. Not sure if you’ve realized this, but there are actually 2 different ‘types’ of powerups. Dropped powerups from kills will despawn after 5 minutes (assuming it hasn’t changed since the last time I checked). Powerups spawned by the level will *not* despawn. I always try to pickup drops before spawns, as I know that spawns have a longer life, and I don’t have to worry about them disappearing when I super-need them. It’s minor, but it can help on longer runs.

    #15239
    YoshimitsuYoshimitsu
    Kickstarter Backer
    Topics: 57
    Replies: 421

    Thanks for looking in to it. I was aware of the difference between drops and map spawns but since the map spawns are semi-random it can be really hard to tell the difference most of the time 😉 There’s something I’m wondering; I was under the impression that energy and armor drops despawn but dropped missiles are permanent. Is this true or do weapon drops despawn too?

    I agree with Chilly that a bit of visual flair and a sound effect could be very helpful.

    #15240
    TwoCablesTwoCables
    Kickstarter Backer
    Topics: 118
    Replies: 1474

    I think a possible solution would be something like this: create an invisible sphere around the powerup that acts like a proximity detector that causes the despawn timer to pause while the player is within the sphere. I don’t have any idea how big the sphere should be though.

    Yoshi: the only powerups that despawn are spewed Armor and Energy orbs.

    And yeah, I am hoping that a good sound effect will be added to the despawn event – as well as a better visual than simply shrinking the orb out of existence. Consider the awesome job that was done in this regard in SolC.

    Prepare for Overload…

    #15245
    sfischersfischer
    Overload Team
    Topics: 4
    Replies: 105

    (Not 100% since it’s been a bit since I verified, but…) It *should* be that only dropped armor, ammo & energy despawn. (It had been only energy & armor at one point until someone…forgot who…maybe me, I don’t know…mentioned that ammo is basically the same as energy, just a different ‘currency’, so it joined the rest in their despawning shenanigans).

    #15246
    defconxdefconx
    Kickstarter Backer
    Topics: 17
    Replies: 70

    Old skool 2D games had this right. They would flash more and more rapidly before disappearing, giving a visual cue that something is going on.

    In Descent 4 Overload, it could be something less virtual. Maybe a pulsing opacity fade, or a darkening glow until the lightning “fizzle” mentioned earlier.

    #15250
    VioletVolfieVioletVolfie
    Participant
    Topics: 0
    Replies: 2

    I am a rank beginner, both to this game and the 6dof genre. My only first hand experience is a few laborious runs through the training mission, and then a tentative fly through of the first level on trainee. I didn’t die! I am proud of myself for finishing a level. 😀 On the other hand, I do have nearly two years of indirect experience watching Yoshimitsu fly.

    In my whole time watching, I have never seen the power ups give warning when they were about to disappear; no pulse, no flash, no glowing sparkly demonic red aura that crackles and shoots lightning for 10 seconds, nothing to make the player realize there is an expiration date on their armor pickup. I nearly fell off my chair in surprise when Yoshi told me the orbs shrink as they vanish. I certainly haven’t observed it myself, and when I’m watching rather than playing I actually have a chance to focus past the attacking robots and notice smaller details in the environment.

    That said, the game experience is quite immersive, and a bit overwhelming for someone like me. This is good! Given the name of this game, a bit of sensory overload is fitting. It does mean that when I play I will miss certain visual (or auditory) cues which other more experienced players will see and be able to use strategically, provided those cues come in time. As I get chances to play more, I hope to develop the skill to use these various cues and observations to get out of trainee. 🙂

    “Tread on me and you will find that you flirt with death before your time”

    #15251
    TwoCablesTwoCables
    Kickstarter Backer
    Topics: 118
    Replies: 1474

    I am a rank beginner, both to this game and the 6dof genre. My only first hand experience is a few laborious runs through the training mission, and then a tentative fly through of the first level on trainee. I didn’t die! I am proud of myself for finishing a level. 😀 On the other hand, I do have nearly two years of indirect experience watching Yoshimitsu fly.

    In my whole time watching, I have never seen the power ups give warning when they were about to disappear; no pulse, no flash, no glowing sparkly demonic red aura that crackles and shoots lightning for 10 seconds, nothing to make the player realize there is an expiration date on their armor pickup. I nearly fell off my chair in surprise when Yoshi told me the orbs shrink as they vanish. I certainly haven’t observed it myself, and when I’m watching rather than playing I actually have a chance to focus past the attacking robots and notice smaller details in the environment.

    That said, the game experience is quite immersive, and a bit overwhelming for someone like me. This is good! Given the name of this game, a bit of sensory overload is fitting. It does mean that when I play I will miss certain visual (or auditory) cues which other more experienced players will see and be able to use strategically, provided those cues come in time. As I get chances to play more, I hope to develop the skill to use these various cues and observations to get out of trainee. 🙂

    Yeah, they do shrink, but it’s extremely fast. It takes maybe a half of a second for them to shrink down to nothing. The best way to see it is, kill robots in a mission like Training until you get one to spew Energy or Armor and then wait around for exactly 5 minutes and you’ll see the shrinking visual effect when the orb despawns. Stay very close to it so that you can see the shrinking effect very well.

    Prepare for Overload…

    #15253
    DarkwingDivaDarkwingDiva
    Kickstarter Backer
    Topics: 29
    Replies: 346

    I preface this with the fact that I don’t have an issue with powerups despawning on me. I never see them despawn and if I’m away from a powerup long enough for it to despawn out of sight, then I”d forgotten about it anyway. However, the following is my take on the issue based on what I’ve read.

    I like defconx’s idea to have the powerups flash when they’re about to respawn. Seems like a simple method (instead of creating lightning bolts or w/e) to let you know something is going on. As far as an audio cue, it makes little difference to me since I probably won’t hear it anyway. I’d just ask to not have it ONLY be an audio cue.

    Another idea (on top of defconx’s idea) is to have just the shield orbs have a slower despawn timer. Might not be the best solution but could ease the frustration some.

    I am a rank beginner, both to this game and the 6dof genre. My only first hand experience is a few laborious runs through the training mission, and then a tentative fly through of the first level on trainee. I didn’t die! I am proud of myself for finishing a level.

    Welcome to the game, and to the genre! Nice to have you with us, and congrats on not dying! 🙂

    #15254
    TwoCablesTwoCables
    Kickstarter Backer
    Topics: 118
    Replies: 1474

    The despawn timer is already at 5 minutes.

    Prepare for Overload…

    #15256
    DarkwingDivaDarkwingDiva
    Kickstarter Backer
    Topics: 29
    Replies: 346

    The despawn timer is already at 5 minutes.

    Uh, yeah, I am very aware of this. I was suggesting making the shield despawn timer seperate from energy and ammo, in case I wasn’t clear enough in my previous comment.

    #15257
    TwoCablesTwoCables
    Kickstarter Backer
    Topics: 118
    Replies: 1474

    The despawn timer is already at 5 minutes.

    Uh, yeah, I am very aware of this. I was suggesting making the shield despawn timer seperate from energy and ammo, in case I wasn’t clear enough in my previous comment.

    You’re missing the point. 5 minutes is already quite long enough. I’m well aware that you’re saying they would have different despawn timers. Making it longer for Armor Orbs wouldn’t help anyway because they would still be despawning upon approaching them. It would just happen at different times.

    Prepare for Overload…

    #15258
    DarkwingDivaDarkwingDiva
    Kickstarter Backer
    Topics: 29
    Replies: 346

    You’re missing the point. 5 minutes is already quite long enough. I’m well aware that you’re saying they would have different despawn timers. Making it longer for Armor Orbs wouldn’t help anyway because they would still be despawning upon approaching them. It would just happen at different times.

    I think you’re missing the point. I specifically said it “Might not be the best solution but could ease the frustration some.”

    Keywords: NOT (the best) and SOME (as in won’t solve the issue).

    Please stop trying to make everything in an argument.

    #15263
    D2DiscipleD2Disciple
    Kickstarter Backer
    Topics: 18
    Replies: 81

    Alright, my peeps, let’s all just cool our jets a minute and let the development team tackle the issue in whatever manner they see fit.

    The issue is that powerups despawn in the players FOV. People have made good suggestions. The team is looking into it. We’re all friends here. 😀

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