Grimshaw wrote: » Yeah, I know it would be a lot of work, at least tripling, most likely quadrupling the work required do deliver each equipable item. Was it the Star Citizen crew that built it @patrick68794, or was it the Squadron 42 crew? I only ask as the SC crew has been at ghost staff level, with all other hands focusing on S 42. Well, that was my understanding anyway. I do love how RSI are pushing the boundaries (i.e. once your in the game, there are no loading screens).
Enigmatic Sage wrote: » Would probably need to make 3-4 visual indicators for the armour/weapon status. 75-100% 50-74% 25-49% 0-24% or 67-100% 33-66% 0-32% Considering how many cosmetics they want to put in the game, that's a lot of work for the dev's currently but could be an interesting post launch goal.
patrick68794 wrote: » Enigmatic Sage wrote: » Would probably need to make 3-4 visual indicators for the armour/weapon status. 75-100% 50-74% 25-49% 0-24% or 67-100% 33-66% 0-32% Considering how many cosmetics they want to put in the game, that's a lot of work for the dev's currently but could be an interesting post launch goal. This is where something like SC's shader based approach would be good. They just expose the properties for the materials on the gear (which were already in place for physically based rendering, and AoC should have similar properties on their objects) and the damage/wear shader is generated procedurally based on those properties. That way they don't have to do any of the work by hand. And they can make changes to the algorithms used to generate the shaders or to the properties on the items to change the rate that the "damage/wear" spreads or increases in severity and they wouldn't have to do any work at all when adding new items aside from exposing items they want to display wear and tear to the shader generation system
Enigmatic Sage wrote: » patrick68794 wrote: » Enigmatic Sage wrote: » Would probably need to make 3-4 visual indicators for the armour/weapon status. 75-100% 50-74% 25-49% 0-24% or 67-100% 33-66% 0-32% Considering how many cosmetics they want to put in the game, that's a lot of work for the dev's currently but could be an interesting post launch goal. This is where something like SC's shader based approach would be good. They just expose the properties for the materials on the gear (which were already in place for physically based rendering, and AoC should have similar properties on their objects) and the damage/wear shader is generated procedurally based on those properties. That way they don't have to do any of the work by hand. And they can make changes to the algorithms used to generate the shaders or to the properties on the items to change the rate that the "damage/wear" spreads or increases in severity and they wouldn't have to do any work at all when adding new items aside from exposing items they want to display wear and tear to the shader generation system I'm not too familiar with SC's system currently. I'll take a look at it later for sure. It would probably have to be unique for certain weapon/armour classes as items in each of those categories are sometimes multiple types of materials and some costumes are seen are a whole item instead of several. Definitely interesting though. I would personally like to see things break, chip, tear, scratch, dent etc.