Effects Feedback Thread (Spells ,Waterfalls ,Falling leaves ect.)

"
Russell wrote:
Ill reply to this thread soon with a biggish post. Just let me finish Gungrave.

brb.


O_O

You love Gungrave too!?
Y'know... you're alright in my book. *Chuck Norris thumbs up*
I am officially a fan of Russell. :D
From dusk to dawn they fall in my traps,
monsters all dying and taking dirt naps.
At last I emerge with narry a scratch,
scrounging the field for any small catch.
A bauble? A jewel? A small golden ring?
A unique item would make my heart sing!
ok
Just a thought I would like to leave here regarding Light Radius.


I thought it would fit the context if the light radius in a cavern had the effect of a torchlight or candle fire. Presently to me it seems like a high powered LED light is shining above my character. Just my oppinion.

Last edited by EliteZealot#2353 on Jun 25, 2012, 3:37:42 AM
"
EliteZealot wrote:
Just a thought I would like to leave here regarding Light Radius.


I thought it would fit the context if the light radius in a cavern had the effect of a torchlight or candle fire. Presently to me it seems like a high powered LED light is shining above my character. Just my oppinion.

Exactly, the light should fade out smoothly, and not cut off as of now. Also its aoe should be decreased, its just WAY too big that its not realistic, and breaks the immersion and excitement imo.

Edit: Let me expand more, actually had mentioned this issue a few times before, but got unnoticed sadly. I think the light radius should be like the one in Blade of Darkness, just see. Just look at when the torch is dropped to ground and see its random lightening close to the wall. The very first game that uses Physics Dynamic lights, which was done back in the year 2001.

So i must ask you; is this hard to implement this with a low burning sound of fire, which would be even more epic ?
Btw of corpse you will not carry the torch with your hands, i just mean its lightening into indoors
"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak#3812 on Jun 25, 2012, 4:16:50 AM
-nvm-
My little tribute to Diablo 1 aka why Diablo 3 is the worst part of the series.

http://www.youtube.com/watch?v=zP2ejhudUlU

ig: Witchfire_The_Unholy
Last edited by Diablo1reborn#2842 on Jun 25, 2012, 10:10:25 AM
Umm im not entirely sure but has the things mentioned in OP been added? Trails and bloomy particals

If not which havn't and when will they?
If this have been sorted earlier - sorry for the post.

IMO the only effect/animation that is standing out as "weird" is water. Best observable from the act2 camp in a place where you can see the ocean - it looks like something from Warcraft II :)
Zillions of tiny waves that looks all the same and the water itself look too ... eh, plastic?
If the change is not doable maybe adding some rocks, bays, coves, sandbanks or wrecks would help to make it look more eye candy?
Last edited by sakalthor#4331 on Jun 28, 2012, 7:04:25 AM
Alright so

Hmm there isn't actually that much to write here because a lot of the questions arnt really to do with me or just require tech.

Anyway first off:

"
Viral wrote:
Is it possible to change the way highlight entrances and waypoints are? When i hover over one of them and the thing just turn white, i get a really bad impression. Dont take me wrong, the game looks nice and definitely improved over the last months, but it just looks...:(


Yes the entrances and waypoint highlights will get something better than what they are currently. However not now. I know it looks fuggly as but think of how many entrances and exits and highlights there are. Now id have to go over every single one of those and add effects too it... Which I will. I just dont have the time at the moment. When I get around to fixing it people will go "cool!" however its not a feature that will keep them playing the game :P.

Next

"
EliteZealot wrote:
Just a thought I would like to leave here regarding Light Radius.


I thought it would fit the context if the light radius in a cavern had the effect of a torchlight or candle fire. Presently to me it seems like a high powered LED light is shining above my character. Just my oppinion.



Yes I agree. However I did not create the light so I cant do much about it : <.

It seems the light in caves and dungeons is always bright white like a LED. It can be coloured but again not in charge of that.

"
BrecMadak wrote:
"
EliteZealot wrote:
Just a thought I would like to leave here regarding Light Radius.


I thought it would fit the context if the light radius in a cavern had the effect of a torchlight or candle fire. Presently to me it seems like a high powered LED light is shining above my character. Just my oppinion.

Exactly, the light should fade out smoothly, and not cut off as of now. Also its aoe should be decreased, its just WAY too big that its not realistic, and breaks the immersion and excitement imo.

Edit: Let me expand more, actually had mentioned this issue a few times before, but got unnoticed sadly. I think the light radius should be like the one in Blade of Darkness, just see. Just look at when the torch is dropped to ground and see its random lightening close to the wall. The very first game that uses Physics Dynamic lights, which was done back in the year 2001.

So i must ask you; is this hard to implement this with a low burning sound of fire, which would be even more epic ?
Btw of corpse you will not carry the torch with your hands, i just mean its lightening into indoors


I dont know what your talking about with "the light cuts out". If your talking about the falloff gradient it goes from 100-0 brightness. Its completely linear. Thats how light looks. However I do agree we need to fix it up so it looks like its fading out correctly. Even if it is.

Yes I would also like the flickering torch thing. Again though I am not in charge of the lighting. The only environment settings and lighting iv ever had control of is the fetid pools and the first town.

If you guys want to talk about lighting start a thread in beta feedback.

Next

"
ownyaah wrote:
Umm im not entirely sure but has the things mentioned in OP been added? Trails and bloomy particals

If not which havn't and when will they?


If those 2 tech features had been added you would hear me screaming from from the highest mountain in new Zealand so the whole world could hear.

Also there would be trails and bloom everywhere effects wise :P

Next

"
sakalthor wrote:
If this have been sorted earlier - sorry for the post.

IMO the only effect/animation that is standing out as "weird" is water. Best observable from the act2 camp in a place where you can see the ocean - it looks like something from Warcraft II :)
Zillions of tiny waves that looks all the same and the water itself look too ... eh, plastic?
If the change is not doable maybe adding some rocks, bays, coves, sandbanks or wrecks would help to make it look more eye candy?


Yes we really need a calm water material. We also need reflections on our water. Another thing making the water look like plastic.


I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept?
Yo Russell quick suggestion here.
How about adding an effect to the necromancer's summoning animation?

I was thinking of something like the black particles around my wizard here when he is casting a necromancy spell:

http://www.youtube.com/watch?v=qumywEW1nuU (for example at 1:54 or 2:21)
Disregard witches, aquire currency.
Last edited by dust7#2748 on Jul 6, 2012, 8:14:10 AM
"
dust7 wrote:
Yo Russell quick suggestion here.
How about adding an effect to the necromancer's summoning animation?

I was thinking of something like the black particles around my wizard here when he is casting a necromancy spell:

http://www.youtube.com/watch?v=qumywEW1nuU (for example at 1:54 or 2:21)


sure. They have an effect at the moment but its pretty pathetic.

Just gotta finish this patches stuff first.
I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept?

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