Vegetation Visuals

Here you give us specific suggestions on how you think the private release can be improved.

This isn't for bug reports, this is for features (example: wrong way indicator)
User avatar
Sceptre
Early Supporter 3
Early Supporter 3
Posts: 47
Joined: Fri Jul 03, 2015 12:11 am
Location: Potato-Land, USA
Contact:

Vegetation Visuals

Postby Sceptre » Thu Dec 03, 2015 6:06 am

Just a small visual addition I thought of that would compliment the game more:
When you drive over vegetation like small plants or grass, it would look nice to have it flatten down. Playing the arena and driving over all the purple grass and leaving a trail through it would just be so satisfying.

Not sure I would handle trees or larger kind of vegetation, though. I definitely think hitting a tree or big alien plant should effect your forward momentum.
Or you could do it how rollcage did it and just make it explode, but michael bay style.
Image

User avatar
potterman28wxcv
Early Supporter 6
Early Supporter 6
Posts: 1285
Joined: Wed Jul 01, 2015 12:20 pm
Location: Grenoble - France
Contact:

Re: Vegetation Visuals

Postby potterman28wxcv » Thu Dec 03, 2015 10:31 am

Sceptre wrote:Just a small visual addition I thought of that would compliment the game more:
When you drive over vegetation like small plants or grass, it would look nice to have it flatten down. Playing the arena and driving over all the purple grass and leaving a trail through it would just be so satisfying.

Not sure I would handle trees or larger kind of vegetation, though. I definitely think hitting a tree or big alien plant should effect your forward momentum.
Or you could do it how rollcage did it and just make it explode, but michael bay style.

I agree that without this, it looks too much artificial. I would either see this implemented, or just get rid of the grass (just my opinion)
Because I'm even more boring than Broscar -> Rules of the GRIP forum
Check out the sign-ups for the Rollcage Neo-mode Tournament 2017, starting 15th April !

And with a rusty wrench
God created the french

Admin of the Image

User avatar
Broscar
Early Supporter 6
Early Supporter 6
Posts: 650
Joined: Wed Jul 01, 2015 2:35 pm
Location: ur mom #shrekt
Contact:

Re: Vegetation Visuals

Postby Broscar » Thu Dec 03, 2015 1:26 pm

Agreed. Would be mad cool.
Might be a killer for performance though, but I bet there's a way to implement this smoke and mirrors style.

User avatar
Sceptre
Early Supporter 3
Early Supporter 3
Posts: 47
Joined: Fri Jul 03, 2015 12:11 am
Location: Potato-Land, USA
Contact:

Re: Vegetation Visuals

Postby Sceptre » Thu Dec 03, 2015 5:57 pm

Broscar wrote:Agreed. Would be mad cool.
Might be a killer for performance though, but I bet there's a way to implement this smoke and mirrors style.


Yeah, I'm not sure how heavy it would be on performance.
I play a lot of arma, which is kind of where I got the idea from.
Quick example how arma does it: https://www.youtube.com/watch?v=U_roDG3icm8
Image

User avatar
Chris_CE
Grip Developer
Grip Developer
Posts: 2175
Joined: Tue Jun 30, 2015 4:44 pm
Contact:

Re: [LISTED] Vegetation Visuals

Postby Chris_CE » Sun Dec 06, 2015 1:47 am

We'd have to code our own vegetation, which could be a real pain. But Liddo 5 tracks would be a hell of a lot cooler with flattened or wrecked plants
Game Director
GRIP

dzilla1080
Posts: 17
Joined: Sat Dec 05, 2015 6:59 pm

Re: [LISTED] Vegetation Visuals

Postby dzilla1080 » Mon Dec 07, 2015 7:38 am

Or perhaps instead of perfectly growing vegetation, just have them already dead and destroyed. Thwt way you can avoid effects of cars rolling over them. Should save time i think.

User avatar
Chris_CE
Grip Developer
Grip Developer
Posts: 2175
Joined: Tue Jun 30, 2015 4:44 pm
Contact:

Re: [LISTED] Vegetation Visuals

Postby Chris_CE » Wed Dec 09, 2015 9:37 am

Yes but then they won't look as purdy
Game Director
GRIP


Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 3 guests

cron