DRL > Bug Reports
[0.9.9.2] BFG ball sequence
RogerN:
One of the nice qualities of the old, synchronous animation system was cause-and-effect were visually obvious. Imp fireball explodes barrel X, which explodes barrel Y, which blasts a hole in the wall, which gives LOS to an Arch-Vile who then kills you. Without knowing the order of events which cause the ultimate result, players may end up thinking to themselves "How the heck did THAT just happen?" Learning from your mistakes becomes harder because causality is no longer obvious.
Also, I used to really like shooting stuff in levels full of barrels and then watching explosions go off for 30 seconds in a giant chain reaction :)
Finally, I just noticed that Dual Gunner is a little tough to use with asynchronous animation. Both pistols animate at the same time, so there's no visual indication of whether you just fired one bullet or two.
rchandra:
On the plus side of the new system, Mancubi and barrels (individually or together) can be absolutely terrifying - it's so much more startling! My last run needed more breaks to calm down than usual.
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