The current most obnoxious things about Transfusion
Posted: Sat Oct 08, 2005 06:06 pm
These aren't terribly important at all - and chances are they've already been discussed. However, they are the things that are driving me off the deep end about TF, so here goes:
The pitchfork makes an obnoxious clang against just about every surface. In blood it was quite sensitive to what you were stabbing and made different noises for different surfaces.
Doors don't swing out like real doors; they slide like Quake doors. I know this may be a very challenging change programming-wise, but since Build supported it, it really seems like it should be a feature in TF.
The dynamite's fuse doesn't burn when you light it. You can hear the noise, which is nice, but a little spark burning down like in Blood could really add to the mood.
Caleb doesn't have a model for every weapon that he should be holding at a given time. This isn't much of a problem in itself (look how fun DooM I and II multiplayer modes were with only one or two different sprites) but it makes the shadow thing pretty strange when you're holding a tesla cannon and you see your shadow holding a flare gun. On a more positive note, the pitch-fork and its shadow both look fantastic.
The guy hung up above Morningside in E1M1 looks WAY too big. (Yes, I'm aware that this is pretty unimportant in the grand scheme of things.)
If I think of any more I'll add them at a later date. Sorry to be picky,
-Jonny5
The pitchfork makes an obnoxious clang against just about every surface. In blood it was quite sensitive to what you were stabbing and made different noises for different surfaces.
Doors don't swing out like real doors; they slide like Quake doors. I know this may be a very challenging change programming-wise, but since Build supported it, it really seems like it should be a feature in TF.
The dynamite's fuse doesn't burn when you light it. You can hear the noise, which is nice, but a little spark burning down like in Blood could really add to the mood.
Caleb doesn't have a model for every weapon that he should be holding at a given time. This isn't much of a problem in itself (look how fun DooM I and II multiplayer modes were with only one or two different sprites) but it makes the shadow thing pretty strange when you're holding a tesla cannon and you see your shadow holding a flare gun. On a more positive note, the pitch-fork and its shadow both look fantastic.
The guy hung up above Morningside in E1M1 looks WAY too big. (Yes, I'm aware that this is pretty unimportant in the grand scheme of things.)
If I think of any more I'll add them at a later date. Sorry to be picky,
-Jonny5