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Still though, it does look ridiculous. I saw a guard get tossed about and do a 360 front flip once.
Also, it'd make that long jump grab a lot more interesting, as you jump across the gap, pass over the landing platform, then swing upward and smash into the ceiling.
I kinda doubt the engine would be capable of handling such things, but it'd certainly make barnacles more dramatic.
You could also probably re-code it as a Physics constraint type also on !Player or npc
There is also the case for the actual Barnacle Making a Strike sound i.e. similar to the Barnacle weapon in opposing force before the Bark where it Drags pulls and is supposed to Pant also.
There is a weird delay when a Barnacle grabs a prop physics to the sound though it is delayed for some reason....
I would also say if you end up in it's jaws it should be game over at that point if you can't shoot it. It would be something also to see inside it's mouth briefly (animation) just before the screen goes red
It would be nice to trigger a throttle animation on npc's also similar to the Marine in Uplink or Vort animation.
On Touch Barnacle Tongue >>> Barnacle Strike
On Barnacle Strike >>> Trigger !Player Random Camera Movement (Disorientation) 1.5 seconds
On Barnacle Strike >>> Play Sound (Barnacle Strike)
On Barnacle Pull >>> Trigger Hurt (Throttle Damage)
On Barnacle Pull >>> Start Camera Shake 1 second
On Barnacle Pull >>> Play sound Bark (And Pull and Pant)
On Barnacle Bite >>> fade to Black Screen
On Black Screen >>> Overlay screen (Squigy Flesh interior mouth) 1 second
On Finish Overlay >>> !Player Death
What I think this would do is weather you walked in to the tongue or jumped into it, once you touch it a random camera movement to disorientate would suffice to soften the lack of physics and simulate physics with the camera and be accented by a strike sound. A slight camera zoom to be triggered could also work in conjuction with camera movement on strike.
You get hurt whilst being pulled up and the camera shakes making it a bit harder to shoot the Barnacle.
Once you get to it's mouth it always seemed to me that you still feel a long way away from it.... So instead and following the same rules that it has for npc's also once bitten you are dead but again we are playing with the camera to improve perception by first going dark then a brief glimpse of an screen of Alien Flesh for a moments glance and then screen goes red you are dead.
Example of the sort of Overlay to display for interior mouth
https://cdnb.artstation.com/p/assets/images/images/013/337/071/large/chris-hodgson-alien-growth-flesh-rhizome-render-01.jpg?1539141450
Also of note is that Zombies when caught by the Barnacle.... The Zombie should have a helpless state whilst being pulled up (Not Throttled) and is spat out and the Barnacle only eats the head crab which is the correct way this should act .
Security Guards, HECU, and Scientist and Vorts should all be Throttle animations.
https://www.youtube.com/watch?v=svy1Y5r8Ux4
As for the Barnacle tongue in Half life it is animated with a Dangle but upon Grabbing something Visually it would be nice to make it animate more like the rope in Opposing force upon pulling up something.... But the Rope in Opposing force looks like it uses Sections linked together, where as the Barnacle tongue is one Dangling object by the looks of it. The Tongue Grab animation just looks like it needs looping to be honest but a better Idle dangle animation would benefit the Tongue.
https://www.youtube.com/watch?v=JJj073iu-N4
Tongue Rotation might also be a cool effect on both !player and npc's to make feel more organic on the way up. Spiral upwards.
Dropping a Headless Ragdoll Corpse of of Scientist, Security Guard, HECU and Vorts would make a lot more sense than Levitating the whole Npc through the ceiling. The Zombie mechanics are taken care of by only eating the Head crab so it shows us how it was supposed to work. In Half Life 1 we are treated to the npc arching their back then Gibbed.
https://www.youtube.com/watch?v=kARXsPyecpw
Upon eating a Flare a Barnacle should ignite.
thanks for your Ovelwhelming feedback and ideas, it looks like you put a lot of effort in this. I think your thought about this discussion are very good and should be analyzed by someone really working with Animation or Programming. Greetings Timon
There is a slight problem of spitting out a headless ragdoll, assumming that you can transform on the fly any security guard, HECU, Scientist or Vort to a headless version....
What you don't want is for the Barnacle or Barnacles to continually pick them up so they must be told to Ignore anything they have either bitten or tasted once.... There is a string in the code that tells it not to pick up something it has already spat out so inferring that the npc transformation should be the end result and the Barnacle thinks it has spat that npc out and won't grab it again