In spite of how sharply I disliked the recently released game "Brothers in Arms" there ARE elements of it that I enjoyed.
Well, ONE element that I enjoyed: the hit effects system. When one gets wounded dirt, debris, and blood seemingly "lands" on the viewer's "screen." I thought that maybe with some adjusting, such an element could create a deeper sense of immersion without having to read a ton of HUD graphics.
Please note that ALL of the following effects will be out of focus in appearance since the sweat, debris, and blood is so close to the player's eyes.
STAMINA
As the player grows tired, drops of sweat roll down the far sides of the player's screen. As the player gets increasingly more tired, the sweat will appear more often, and colors get more desaturated in their intensity. When the player is VERY tired, the sweat will start to roll down the middle of the screen as well, as though the droplets are hugging the sides of the player's "nose."
WOUNDS
Droplets of blood and dirt will stick to the player's screen for only a limited amount of time. The graver the wound the more blood that appears. A strobing red flash will accompany the blood droplets' appearance, however, unlike the blood droplets the strobing red flash STAYS at its intensity until the player is healed. The deepness and opacity of the flash that the pain brings is determined by how severely one is hurt. Please note that if this effect is coupled with my suggestions for adjustable attributes (found here: http://forums.beyondunreal.com/showthread.php?t=158220 ), then the amount of painful strobing may be reduced depending on how many points one has invested in High Pain Threshold.
Well, ONE element that I enjoyed: the hit effects system. When one gets wounded dirt, debris, and blood seemingly "lands" on the viewer's "screen." I thought that maybe with some adjusting, such an element could create a deeper sense of immersion without having to read a ton of HUD graphics.
Please note that ALL of the following effects will be out of focus in appearance since the sweat, debris, and blood is so close to the player's eyes.
STAMINA
As the player grows tired, drops of sweat roll down the far sides of the player's screen. As the player gets increasingly more tired, the sweat will appear more often, and colors get more desaturated in their intensity. When the player is VERY tired, the sweat will start to roll down the middle of the screen as well, as though the droplets are hugging the sides of the player's "nose."
WOUNDS
Droplets of blood and dirt will stick to the player's screen for only a limited amount of time. The graver the wound the more blood that appears. A strobing red flash will accompany the blood droplets' appearance, however, unlike the blood droplets the strobing red flash STAYS at its intensity until the player is healed. The deepness and opacity of the flash that the pain brings is determined by how severely one is hurt. Please note that if this effect is coupled with my suggestions for adjustable attributes (found here: http://forums.beyondunreal.com/showthread.php?t=158220 ), then the amount of painful strobing may be reduced depending on how many points one has invested in High Pain Threshold.