Hi, I’m writing this to show off the work I’m doing on a damage system that will cover most of the common damage types for first and third person games.It will basically feature a set of post process effects and it’s designed to be handy and very easy to integrate in your existing projects.
I’m doing it in my spare time so no eta for the moment.
My goal is to design this project in a series of game-like levels to show every kind of damage (at least every kind I can think of) just as it was rendered in a real game.
The project will start in a lobby room from where you can move to levels (identified by decals on the wall); upon entering in those mini levels you will have to reach the exit or wait until you die to reload the level or return to the lobby.
I’m attaching screenshots of the two levels actually ready plus the lobby and each one will have a brief description of what’s inside.
Thanks for your attentions and please, feel free to comment and costructively criticize!
THE LOBBY
The room where the project starts and from you can climb the stairs to access the other levels
FOLGORATION
In this level the player will experience damage suffered from electrical shock. It’s a shed with Tesla coils inside that generate powerful bolts. Every time a bolt hits the player health goes down until death and post process effects will be triggered in a timeline.
When the player is in distress the walk speed is reduced and the camera will start to bob and sway (to simulate near losing consciousness state).
When death occurs if in third person mode the player will be ragdolled and in first person the camera will fall to the ground until the menu appears.
The level also features a classic medikit to restore health and a protective time based force shield that deflects the bolts causing no harm to the player (visually represented by a blue outline).
FREEZING
The player spawns in a tiny iced out plateau where the temperature is well below zero and immediately the camera starts to freeze and the health goes down.
Scattered around there are fires that, by proximity, restore gradually the health together with de-icing the camera.
Apart from the scalar parameter that freezes/unfreezes the camera lens when de-icing occurs the ice melts and then droplets appear, falling off camera (just as in real life).
The level has some not so visible implementation too. The terrain is fully tessellated (based on camera distance for optimum performances) and the material features procedural height based puddles too (this upgrade will be applied in future levels too).
The actors receive procedural tessellated snow accumulation.
The trees material uses a sway function to simulate wind movement and there is the same protective suit used in folgoration level.
To be continued with the next levels…
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