Yah I guess it could be like Hedgewars or Worms. The chain would grow the further the Tee moves away from the chains hit point. It would be cool if you could climb up and down the chain like in Hedgewars as well but that is for a different post.
Orangus wrote:It would eliminate all(but basic, where is no hooking through) hooking skills players have, and will force them to start learn again for the new physics. As said above, ddracers won't like it, coz this would kill ddrace(as it is), you probably noticed that most players are on ddraces servers, so don't expect a big "wow nice, I'd really like to play it" from real players, but rather a big "lame bullshit, I hate it so much, but not as much as you!!! go and **** ******** ******* *****".
Yah I can see how this could make people mad. But as people have pointed out and I discuss further below I now think this could be done without changing the games hook physics.
Orangus wrote:Current system hooking only affecting player velocity, with a value which is depending on direction and distance to the hooked point, pretty simple, isn't it? But with collision checking, long hooking(which happens really often, not on just ddrace servers) would take more time to compute, and will decrease performance. Attempts to decrease collisions points to decrease computations and increase perfomance, would just produce glitches and bugs, which are not better than lags.
This could always be a client side graphical thing. There could be a switch to go back to the look of the old hooks. This way people who like it can play with it on, and people who do not like it or can not play the game with it on can turn it off.
Orangus wrote:So I believe this will never be added to vanilla teeworlds, even as an optional sv_use_ropelike_hooks.
Maybe in some mod...
android272 wrote:How could the chain go through blocks and still look like my image?
Easily, in gameplay, physics would be the same, but it would draw hooks as they are wrapped, sure, bugs and glitches included!
I now understand how you could keep the physics as they are today. In the image below the yellow circle represents the maximum distance the tee can be away from the spot where the hook hits. The Green line shows how the chain physics are today. The pink line shows the angle of the hook when it hits an object. This feature could be in such a way that the physics do not change but the chain still looks like it is warping around tiles. There are two problems that I think would break this realism however and that is shown in the next two sections.
Currently the Tee moves toward the chains hit point until it reaches it or the Tee can not move any further because of tiles that are in the way. This is not a problem when the player can see that the chain has gone through the wall. But if the old chain were to become transparent and a new chain would wrap around tiles it would make these situations look odd. Imagine you can not see the green or pink lines... Why don't the Tees fall? Why does gravity now pull them down so that they are dangling from the chain where it bends off the edge? These physics would seem to be odd. Not game physics but real (Tee)world physics.
heinrich5991 wrote:Orangus wrote:How would gameplay look? There is Worms: Armageddon(by Team17), very old but still played, and there are some servers where players using hook freaking good.
It would eliminate all(but basic, where is no hooking through) hooking skills players have, and will force them to start learn again for the new physics. As said above, ddracers won't like it, coz this would kill ddrace(as it is), you probably noticed that most players are on ddraces servers, so don't expect a big "wow nice, I'd really like to play it" from real players, but rather a big "lame bullshit, I hate it so much, but not as much as you!!! go and **** ******** ******* *****".
Current system hooking only affecting player velocity, with a value which is depending on direction and distance to the hooked point, pretty simple, isn't it? But with collision checking, long hooking(which happens really often, not on just ddrace servers) would take more time to compute, and will decrease performance. Attempts to decrease collisions points to decrease computations and increase perfomance, would just produce glitches and bugs, which are not better than lags.
So I believe this will never be added to vanilla teeworlds, even as an optional sv_use_ropelike_hooks.
Maybe in some mod...
android272 wrote:How could the chain go through blocks and still look like my image?
Easily, in gameplay, physics would be the same, but it would draw hooks as they are wrapped, sure, bugs and glitches included!
We can hopefully still experiment with things without fearing instant backlash just because we're *thinking* about changing physics.
I doubt performance of this would be any issue.
Yes I hope some experiments at least be tried before a feature just flat out get denied. This could completely work without chainging the physics and improve the look of the game.
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