Forums » Suggestions
Shields-up Hit Flash
Add the option to make hit flash blue while shields are up. Reps can stay green whether shields are up or not.
The reasoning being that there are a good number of scenarios where some amount of repeated hits on shield are expected without reaction, and the repeated red hit flash is visually noisy while blue would be less so.
The reasoning being that there are a good number of scenarios where some amount of repeated hits on shield are expected without reaction, and the repeated red hit flash is visually noisy while blue would be less so.
Yeah, that would be helpful also for visually delineating the type of damage; in case one didn't know the shields had dropped, or other circumstances.
Although, it wouldn't be a bad idea to also separate out (at least) the repair hit into a distinctive separate effect, so red/green colorblind people could differentiate them. But, it would have to be distinctive in some way other than color, obviously.
Red/Blue, while also not ideal for some colorblind people, are at least both "aggressive" hits and convey similar information.
Although, it wouldn't be a bad idea to also separate out (at least) the repair hit into a distinctive separate effect, so red/green colorblind people could differentiate them. But, it would have to be distinctive in some way other than color, obviously.
Red/Blue, while also not ideal for some colorblind people, are at least both "aggressive" hits and convey similar information.
True, I wasn’t thinking about colorblind people…not sure what the best way to handle that is.
The hitflash that occurs is actually just adjusting the opacity of a [iirc blank] solid white image (effectively), and setting a tint based on the effect that occurs (currently red/green).
My current radial hitflash plugin, all it does is replace the [blank] image with the radial gradient, allowing the game's normal stuff to still apply.
Something i've had on the backburner until after my Neoloader v7.0.0 redesign is finished, is using a series of images instead of just a solid gradient, to give the appearance of shattering glass when shields are broken (think of the shield break effect in Bioshock Infinity), before using the standard gradient for damage but increasing in strength based on health percentage. For repairs, I'd intended to instead prevent hitflash and just make superimposed wrench icons appear on the HUD. Maybe all would have sounds associated with them, too, if I can find good effects or mangle something together with a synthesizer. /shrug/
Obviously, that's probably overkill compared to what Incarnate's looking for, but if anyone else has ideas, I'm *also* interested in them!
My current radial hitflash plugin, all it does is replace the [blank] image with the radial gradient, allowing the game's normal stuff to still apply.
Something i've had on the backburner until after my Neoloader v7.0.0 redesign is finished, is using a series of images instead of just a solid gradient, to give the appearance of shattering glass when shields are broken (think of the shield break effect in Bioshock Infinity), before using the standard gradient for damage but increasing in strength based on health percentage. For repairs, I'd intended to instead prevent hitflash and just make superimposed wrench icons appear on the HUD. Maybe all would have sounds associated with them, too, if I can find good effects or mangle something together with a synthesizer. /shrug/
Obviously, that's probably overkill compared to what Incarnate's looking for, but if anyone else has ideas, I'm *also* interested in them!