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Slow motion - juicin' it!

Posted: Sat Apr 15, 2017 6:24 pm
by Queadah
K fellows, it's brainstorm o'clock.

I was thinking about the discussion triggered by Rahul's pretty good character sketch (viewtopic.php?f=3&p=17997#p17895) and was wondering if we couldn't explore the idea that drivers are futuristic junkies with the ingame slo-mo gimmick:
  • Make it a Max Payne bullet time lookalike
  • Gauge is an adrenaline syringe
  • The more action there is (based on ultimate mode points, even when not in that mode), the more the gauge fills
  • Once you trigger slo-mo, gauge depletes and you lose points every second of use
    (penalty for injecting stuff in your bloodstream - when in ultimate mode)
  • Heartbeat sound
  • FOV variations that follow the heartbeat sound
  • Filter/Distortion of some kind (as if the player was high on crack ^^ - blood veins around the edges of the screen that pop on and off?)
  • Wouldn't work on MP I guess, so SP only (drugs forbidden on MP ;) )
Image
I think with a "drug" aspect, GRIP could be more "grungy" (a few graffiti would work wonders too in some of the scenery).
Oh... and I tweaked the UI a little... 3 pickup slots FTW :mrgreen:

Re: Slow motion - juicin' it!

Posted: Thu Apr 20, 2017 5:36 pm
by Queadah
Gully just reminded me: aiming for a young audience, perhaps "adrenaline shoot" would sound better than "drug syringe" I guess, right? ^^

Re: Slow motion - juicin' it!

Posted: Fri Apr 21, 2017 7:44 am
by Broscar
I don't see any benefit in tying such a mechanic to substance (ab)use. It's tasteless and personally I don't see it fit in GRIP's universe.
That, and good luck with getting this on PS4.

Let's just wait for Stasis Blast. I'm sure Rob can make it... Dope :p

Re: Slow motion - juicin' it!

Posted: Fri Apr 21, 2017 7:58 am
by Queadah
Point was to give visibility to an already existing feature that, let's be honest, is largely unknown to most (slow mo). It deserves an highlight/clue.

If adrenaline shocks less, let's forget I said drugs. There are none-junky uses of syringes as well. With no blood and no bewbs, what's PS4 gonna do as a rating? Car-on-car sex rated X? ;)

I don't see how a stasis would carry that vibe but am willing to be surprised! Good pun btw X)

Edit: and what about the hexagon shaped slots?

Re: Slow motion - juicin' it!

Posted: Sat Apr 22, 2017 4:25 pm
by Queadah
Right, this is me speaking to myself at this point but I felt compelled to throw the Crysis 1 UI:
Image
Now for those that use controllers (I don't), what if pickups were used the same way? Inspiration and stuff

Re: Slow motion - juicin' it!

Posted: Sat Apr 22, 2017 5:40 pm
by potterman28wxcv
Queadah wrote:Right, this is me speaking to myself at this point but I felt compelled to throw the Crysis 1 UI:
Image
Now for those that use controllers (I don't), what if pickups were used the same way? Inspiration and stuff

How many times did you get the wrong mode on Crysis 1 ?

In Crysis 1, if you mess up because you selected the wrong mode, you can just repeat the manoeuver and go back to the mode you wanted. So it's not much of an impact.

In GRIP if you do something like that.. The pick-up is gone forever.

Re: Slow motion - juicin' it!

Posted: Sat Apr 22, 2017 5:51 pm
by Broscar
Crysis offtopic:
Spoiler: show
I love Crysis, but I avoided that menu at all cost.

Code: Select all

  <action name="speedmode" onPress="1">
   <key name="np_0"/>
  </action>
  <action name="strengthmode" onPress="1">
   <key name="np_7"/>
  </action>
  <action name="defensemode" onPress="1">
   <key name="np_1"/>
   </action>
  <action name="suitcloak" onPress="1">
   <key name="mouse3"/>
  </action>

Just map everything to a multi-button mouse and you're good to unleash the true nanosuit ninja ;)

Ontopic: I like the circular pickup slots, 'cause they match the circular speedometer.

Re: Slow motion - juicin' it!

Posted: Wed Apr 26, 2017 9:05 am
by MicrowaveYourHamster
I only recently discovered the key for slow motion and... it sucks really hard. Somehow it's either too slow or the transition from it back to the normal motion is to steep. Each time I activated it, I ended up teleported back on track or ramming into an obstacle. It totally makes me lose my focus. Because of that, it could have been removed altogether.

Re: Slow motion - juicin' it!

Posted: Wed Apr 26, 2017 10:33 am
by FrostyPL
MicrowaveYourHamster wrote:I only recently discovered the key for slow motion and... it sucks really hard. Somehow it's either too slow or the transition from it back to the normal motion is to steep. Each time I activated it, I ended up teleported back on track or ramming into an obstacle. It totally makes me lose my focus. Because of that, it could have been removed altogether.


I've never had any problem with it. Simple tip: don't use it. Devs won't remove a feature just because you don't like it.

Re: Slow motion - juicin' it!

Posted: Wed Apr 26, 2017 11:37 am
by MicrowaveYourHamster
FrostyPL wrote:
Simple tip: don't use it. Devs won't remove a feature just because you don't like it.


Thanks, Captain... :roll:

Re: Slow motion - juicin' it!

Posted: Wed Apr 26, 2017 1:45 pm
by Tathendal
Teleported back to track? That's weird. Maybe you pressed the respawn button instead?

The slow-mo is nice to be there, even though I don't use it either very often but it's fun to play with sometimes when something epic happens. I guess you could learn to use it to your advantage when learning to play (like when doing small adjustments for jumps or going through tight spots etc)

Re: Slow motion - juicin' it!

Posted: Tue May 16, 2017 11:40 am
by Queadah
Broscar wrote:Ontopic: I like the circular pickup slots, 'cause they match the circular speedometer.

Circular? Where? :mrgreen:

Image
  • I found out hexagon shaped slots made a 3d cube
  • Each face could be a lvl up of a powerup
  • Following that logic, scorpion is at lvl2 and firestorm at lvl3
  • Back shield icon highlighted for illustration purposes when "active"
  • Placed the gravity arrow where I could :/
I ONLY post this with the intent to fuel more new and better ideas from anyone.
I have a special thread of my own now where I could have posted otherwise ;)

Re: Slow motion - juicin' it!

Posted: Tue May 16, 2017 12:46 pm
by Broscar
That looks hella sweet, amigo :D

Re: Slow motion - juicin' it!

Posted: Tue May 16, 2017 7:22 pm
by TheOnLY
This looks dope. I like (a lot :D )

Re: Slow motion - juicin' it!

Posted: Wed May 17, 2017 8:48 am
by agcue
cool man :) looks great - needs to be angled or curved in like the top HUD though. And probs no need to have an icon to show when shield is active as when active is visible :)

Re: Slow motion - juicin' it!

Posted: Wed May 17, 2017 2:04 pm
by Queadah
Glad you guys like the idea of where I tried to go with it :).
True, it should be slightly deformed.

Concerning the shield, I made the icon visible for various reasons:
  • to cope with Potty's issue (in first person, you have no clue if your shield is on)
  • because shield will (?) be able to flip to the front in the future, thus we need an UI feedback since the slot will deplete upon use
  • this only involves an extra key allocation to flip it