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Post by YL on May 14, 2014 18:47:41 GMT 1
If you hide your avatar's head from the place it usually is, the place can be shot with a weapon.
Steps to reproduce:
1. Edit your avatar and squish all the blocks from your head as low as possible 2. Go to a level 3. Ask your friend to shoot you to the place where the head used to be with a centergun 4. You will receive damage and blood flying from mid-air
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Post by GodCreator on May 14, 2014 20:27:18 GMT 1
I think its based of the hit box radius, the blocks are just the appearance, so say you filled in every space you could with blocks, that would be the complete hit box range
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Post by Daniel Everland on May 16, 2014 16:09:34 GMT 1
I'm not going to report this because it would cause numerous problems if the collider was base on your avatars mesh. Thanks for the report though
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Post by Noble on May 17, 2014 4:21:06 GMT 1
I'm not going to report this because it would cause numerous problems if the collider was base on your avatars mesh. Thanks for the report though :) Heh.. illegal blocks...
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Post by Daniel Everland on May 17, 2014 12:23:12 GMT 1
It's not related to that, really. Here's why. One of the first and most obvious one is that a smaller avatar gives you an advantage since your collider would also be smaller, thus making you harder to hit. The second is that suddenly your colliders would be square. There's a reason why you can glide over small blocks without jumping, which is because we, like most games, use an ellipsoid collider for your avatar. Then there's the third 'problem' which is the fact that your collider would suddenly move accord to your animation. I don't even know if that would work to be honest. So yeah, that's pretty much all of the reasons I can come up with
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Post by Jatsu on May 17, 2014 13:38:31 GMT 1
I'd like to share a few thoughts about your points, Daniel, if you don't mind. They probably don't have much related to Kogama, and I wouldn't expect you or the devs to act on it, but anyway... For the sake of argument, what if a dev or creator actually wanted this as a feature? You could recalculate the ellipsoidal collider by calculating the max lengths of the avatar in each direction, and then plugging that into an ellipsoid's equation {x^2 \ a^2} + {y^2 \ b^2} + {z^2 \ c^2} = 1. In fact you would need to do that anyway to find the theoretical center of your avatar (more on that in your 3rd point :p). From there, you know the size of the ellipsoid, and that's where you can get creative - you can mess with the balance of the gameplay of the character! So say a player made a super small avatar, thus having a small ellipsoid and hit box, in effort to balance their increased difficulty to be hit, you reduce the damage they're able to output based on a factor of the size of the ellipsoid. You could even mess with speed settings, or other factors. But to summarize, recalculating the collider's ellipsoid can be done using the avatar's new total width, length, and height. Then based on the size of the ellipsoid that is created, automatically manipulate gameplay on something generally like this:
Avatar's Size | Size of Hit Box | Speed | Health Points | Damage Multiplier | Small | Small | Slightly Faster | Low | 50% | Medium | Medium | Normal | Normal | 100% | Large | Large | Slightly Slower | High | 150% |
I knew that the "head" of the hit box was rounded from my tests, but I didn't know the bottom was too - making it a true ellipsoid. This was partly because it was very difficult to test this accurately. But anyway, it makes a lot of sense why you would use an ellipsoid... I'll keep that in mind if I ever make a game of my own. (: My assumption is that you can simplify this by having the collider surround the entire avatar, instead of individual parts. Otherwise, the animations would screw up pretty badly if you animate each body part separately instead of having a resizeable skeletal system (see rigging). You could even give the player the ability to rig their own avatars and animations... But if you know the center of the ellipsoid and the location the defined body limbs, you can adjust that skeletal body to control animations I would think. As long as you have defined body parts, like we already have for Kogama, it would automatically adjust the "bone" of that part to be longer or shorter based on the length the player makes that part. But again that's all under the assumption you can even program it... I mean, I'm able to think of a routine in my head about how the process would work, so it's probably able to be translated into a programming language. But overall I'm just talking for the sake of talking. It's still super awesome for Daniel to share all this info though, I really liked reading it. :3
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Post by Daniel Everland on May 20, 2014 12:14:30 GMT 1
Ah, your implementation does seem a lot smoother than what I had in mind. In my mind this hypothetical feature would use a mesh collider instead of an ellipsoid collider, which obviously would cause a ton of issues.
Regarding changing the stars of the avatar according to avatar size, well.... The thing is, it sounds like a really good feature, and it would probably be a lot of fun to tweak your avatar and customize it as much as possible. Problem is, KoGaMa is meant to be a simple game. The idea is that anyone can play regardless of age, and that doesn't seem like something that'd be intuitive or fun to everyone.
Maybe a way to streamline such a feature and make it much more user friendly would be to simply allow people to select sizes. You know, the same way you select the size of a model. I'm not saying that this is going to be implemented, or that a simpler GUI would fix all possible issues, simply that if we were to hypothetically implement it, we'd probably do it that way. Also, since people are familiar with cube model sizes, it would be intuitive to use, even if it were your first time.
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