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Heat indicator and general crosshair improvements #49

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ghost opened this issue Jul 7, 2021 · 1 comment
Open

Heat indicator and general crosshair improvements #49

ghost opened this issue Jul 7, 2021 · 1 comment

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@ghost
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ghost commented Jul 7, 2021

Currently there's the normal crosshair, additional hit marker, and a circle to indicate weapon heat. Unfortunately they all look different and the heat indicator is not easily readable.

current state

My suggestion is to:

  • make the hit marker (diagonal lines) thinner to match the reticle
    • only retain the inner lines of it (close to the center)
  • repurpose the outer lines as overheating indicators (possibly adding horizontal and vertical ones in a circle or square as well for a total of eight
    • have them show up and/or change color starting from the bottom one clockwise
    • firing is impossible when they're all shown on screen
    • if the weapon needs to cool down before firing, only half of each bar would be removed until it's possible to fire again (that could be calibrated at the halfway point for example)
      • other possible mechanisms include rendering the bars white and sharply turning red once the weapon is too hot, etc. It's up for discussion
    • the bars may disappear faster the more of them is shown
      • in real world higher temperature delta results in faster heat transfer
      • this'll increase granularity for higher heat values where it's more important for the player
@no-lex no-lex transferred this issue from project-imprimis/libprimis Aug 30, 2021
@ghost
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ghost commented Oct 21, 2021

Another possiblity is to display "charges" instead of cooldown.
They could be semi-transparent when depleted, possibly with another level of transparency to show progress of recharging. To aid timing when exactly a charge will be available, the animation for recharging could use eg. an exponential curve (starting slow and speeding up).

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