1) Particles within a single system are identical for performance reasons, so they can be swiftly stamped on a canvas, instead of having to individually draw each and every one of them. Blood colouring currently works by changing the single graphic that everything is stamped from. And all alive objects use one blood particle system.
2) UI and workflow nightmare. The spawn menu is static and doesn't distinguish between any of the items currently, it just displays all of the spawn options. A per-doll blood changing would probably go in the Spawn Menu, which in turn would require an overhaul of sorts.
@Bantya13 I understand that health can be raised but I meant that the percentage of health left to be considered *dead* could be changed (10%, 22%,99%, 0%). Also, an option to make headshots not completely destroy the doll would be nice. Killing a god (99999 health to all body parts) with a pistol is sometimes annoying.
Level developers-- Please note that Ragdolls can equip swords without having to joint it to their hand--[Tab] inverts a weapon--Your "Main Character" doesn't always need to be 'Unbreakable'. Also, to prevent shitty levels being in the collective, please test the level before uploading.
hey awesomealeem,
the game is pretty complex I know, but we have a very helpful chat if you have a question to specific problems the guys are always helpful ;) . If you return and could beat the level youre stuck in, please let me know :D
For people who are not used to these type of turn-based games, this is really hard. Also, I am confused. Which currency is game currency? I don't seem to be getting either one.
Hey Awesomealeem, cool that you try new games ;) There is no real game currency, there are only crafting materials which you get in the loot within the missions. For the crafting however you need to free the doc and the mechanic in specific missions. (mission 4 and 6)
I remember seeing in an update that ragdoll skin saves but when I made a skin for my ragdoll then pressed esc, it went back to the default skin. What am I doing wrong?
1) Particles within a single system are identical for performance reasons, so they can be swiftly stamped on a canvas, instead of having to individually draw each and every one of them. Blood colouring currently works by changing the single graphic that everything is stamped from. And all alive objects use one blood particle system. 2) UI and workflow nightmare. The spawn menu is static and doesn't distinguish between any of the items currently, it just displays all of the spawn options. A per-doll blood changing would probably go in the Spawn Menu, which in turn would require an overhaul of sorts.