Selaco
young_rick Jun 12, 2024 @ 8:19am
SloMo mod when?
It would've been cool if the game had a built in SlowMo ability to add more to that FEAR like feeling the game already has.

Edit: A slow motion mod has been created

https://steamcommunity.com/sharedfiles/filedetails/?id=3268589630&searchtext=
Last edited by young_rick; Jun 17, 2024 @ 3:20pm
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Showing 1-9 of 9 comments
Nexxtic  [developer] Jun 12, 2024 @ 8:32am 
I believe someone is working on this!
mangaas Jun 12, 2024 @ 9:05am 
A slow-mo ability would actually work as a good gameplay mechanic during the more difficult fire-fights at the highest difficulty settings - balanced with a proper cooldown. From what I can tell, the game does not use hitscan bullets like basic doom, but really fast projectiles, so slow-mo / bullet-time would work great.
Nexxtic  [developer] Jun 12, 2024 @ 10:43am 
Originally posted by mangaas:
A slow-mo ability would actually work as a good gameplay mechanic during the more difficult fire-fights at the highest difficulty settings - balanced with a proper cooldown. From what I can tell, the game does not use hitscan bullets like basic doom, but really fast projectiles, so slow-mo / bullet-time would work great.

It *should* look great too! All effects are made for slowmotion, it's why all muzzle flashes are animated.

We just couldn't figure out a way to make it work without being too unbalanced, but have interest in exploring it again for Chapter 2.
Nathan Jun 12, 2024 @ 11:14am 
Originally posted by Nexxtic:
It *should* look great too! All effects are made for slowmotion, it's why all muzzle flashes are animated.

We just couldn't figure out a way to make it work without being too unbalanced, but have interest in exploring it again for Chapter 2.
Have you thought about maybe specific handtailored scripted slomo sequences? Like maybe a certain setpiece/event in the story/game that triggers slomotion for the duration of only certain specific combat sequences for dramatic effect? That way you can balance that specifically locally with slomo in mind without having to fundamentally change the overall game, and also just have a really cool slomo sequence in the game?
Isaac_HoZ Jun 14, 2024 @ 10:28am 
Maybe modders can add a waypoint system as well? I'd love to move forward with less aimless meandering.
Nexxtic  [developer] Jun 14, 2024 @ 10:32am 
Originally posted by Isaac_HoZ:
Maybe modders can add a waypoint system as well? I'd love to move forward with less aimless meandering.

Sorry, we're not adding a Waypoint system. There is already a map that has everything you need to know in terms of navigation!

Next patch improves level 1's navigation a little, though.
Palandus Jun 14, 2024 @ 10:33am 
Originally posted by Nexxtic:
Originally posted by mangaas:
A slow-mo ability would actually work as a good gameplay mechanic during the more difficult fire-fights at the highest difficulty settings - balanced with a proper cooldown. From what I can tell, the game does not use hitscan bullets like basic doom, but really fast projectiles, so slow-mo / bullet-time would work great.

It *should* look great too! All effects are made for slowmotion, it's why all muzzle flashes are animated.

We just couldn't figure out a way to make it work without being too unbalanced, but have interest in exploring it again for Chapter 2.

For every 0.25 seconds in slow mode, add a +1 second cooldown to the dash. So if you were in slowmode for 3 seconds, after exiting, your dash would have a 12 second cooldown on it. And prevent the use of dash during slowmode.
Isaac_HoZ Jun 14, 2024 @ 11:47am 
Originally posted by Nexxtic:
Originally posted by Isaac_HoZ:
Maybe modders can add a waypoint system as well? I'd love to move forward with less aimless meandering.

Sorry, we're not adding a Waypoint system. There is already a map that has everything you need to know in terms of navigation!

Next patch improves level 1's navigation a little, though.

Thanks for replying though that is a bummer... I'll try it again post patch and see if it's improved. The map was... not good so yeah I'll be hoping for improvements. Or a modder to add one.
mangaas Jun 14, 2024 @ 1:26pm 
Originally posted by Nexxtic:
It *should* look great too! All effects are made for slowmotion, it's why all muzzle flashes are animated.

We just couldn't figure out a way to make it work without being too unbalanced, but have interest in exploring it again for Chapter 2.

Maybe have it as an item instead. Like a pill you pickup / buy from Gwyn machines, to "enhance concentration" and limits you to only carry 1. This way its something you have to save for more difficult fights. That way it has a very limited use and can't be spammed.

You can also implement it like in Cyberpunk - an ability you unlock for your suit - when you take damage and hit the 25 hp threshhold, it triggers a quick 2-3 seconds of slo-mo to help you get out of a bad position, or even gives you slomo as the health regen is applying. It doesn't have to be a long (less is more) and really helps the "cool" factor of it if its limited. And again, with a longer cool-down (1-2 minutes ?), since you'll often take damage and regen in a single gunfight often, so you dont' want people yoyo'ing off the slo-mo effect. Maybe only lower its cooldown when you use a medkit, that would speed up the cooldown to like 8 seconds, again since medkits are limited, it'd make for a good gamepaly mechanic.

As an aside: a good thing is to have an ability tree for Dawns suit, more things to unlock and upgrade towards. Just as Selaco's gun's are upgrade-able, maybe have a few more abilities that unlock on the suit. It doesn't have to turn into some overkill perk-tree, but a few gamepaly mechanics that you WANTED to add, that can just get thrown in as suit upgrades.

-Slow mo that triggers at low HP that last 2-3 seconds as a suit upgrade
-5%-10% movement speed upgrades for Dawn's suit. (VERY slight movement speed buffs, I personally don't have a problem with the games movement speed, and if its balanced around jump puzzles, ignore this)
-Armour regen upgrade for Dawn's suit that gives you a baseline 20 armour when you hit 0. (again with a cooldown like dawn's HP regen) So when you hit 0 armour, the game waits 15 seconds, then starts regenerating to 20 armour.

Just some ideas...
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Date Posted: Jun 12, 2024 @ 8:19am
Posts: 9