| JLJac on May 22, 2015, 12:15:27 PM (Last Edit: May 22, 2015, 12:25:33 PM): |
Update 429
More rain stuff! First of all, fixed the splashing through walls. But mostly I made the shader able to fade between different rain intensities, and added physical interactions for the rain.
First, very light rain:

If performance permits I can imagine rain at this intensity come and go a bit during normal play, it could even look pretty good with the sunlight out. But it's an entire new grab pass, so idk, I'll see if that works.
Heavy rain:

This is what I imagine to be the equivalent of very intense real-world rain. It still doesn't cause your locomotion any trouble as you can see from the pole climb, but it assumedly makes you wet and cold.
Grade A death rain:

Possible to move through, and it doesn't outright kill you, but certain movements such as jumping and climbing are really hard as you're constantly pushed down. If you're under a roof you're not affected at all though.
Grade B death rain:

Unless you have a completely covered route to the shelter you're in trouble now. It's still possible to move through, but you have limited control and are violently pushed out at the sides and thrown around in the middle. You need some horizontal momentum to go through it, so the charge jump might help you out. This rain should also kill you, although I haven't implemented that yet. I think it'll be a counter that goes down while you're in the rain, which has a constant ticking and is also decreased when you're pounded into the floor. If you're under cover you're still free to move, but in most situations you're probably done for by now.
Grade C death rain:

From here it's basically a death screen. You gradually lose control where ever you are, and everything fades to rain mayhem.
Oh, also, I just divided these into different "grades" for the sake of showing it off, in the game they exist as a smooth continuum. Also I realized looking at the gifs that the grades A and B look very similar despite having different effects, so I'm tuning that now.
Now to hook these up to some sort of progression that happens naturally in the game!
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The rain has two distinct fade in behaviors, the more common being that it simply transitions from normal rain into more and more intense rain until you have the death rain. The other one has a "calm before the storm" moment where everything suddenly turns still and quiet, and then instead of fading through normal rain you will first get singular death rain drips which turn more and more dense until the wall of water strikes. I think this latter one will be really cool with the sound!
I started out by finishing the vulture sound trigger placement, and then moved on to water sound trigger placement where I got stuck because my sound engine has become a convoluted mess. So I cried to James about that for a while before giving up, had lunch and walked the dog. If I didn't tell you guys, I've moved from NY to the swedish country side, and NY problems have been replaced with swedish country side problems - long story short the dog chased a cat up a tree, in the middle of the woods. It was a really tall tree and it seemed the cat couldn't get down, why I spent most of the afternoon in angst over the cat in the tree, and attempted a very failed rescue mission involving me climbing up with a sports bag that the cat did not want to get in. Don't worry though, last time I returned to the scene there was no cat in the tree and also no dead cat in the perimeter below the tree, so the cat seems to have been able to climb down after all. I basically had the same amount of trouble as I usually have with my digital little animals, just with meat space animals instead...
- if I buy now on Humble, I presume the content will be Steam accessible as well as the main game?
