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Update crawling.md
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Plykiya authored Feb 5, 2025
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Expand Up @@ -31,7 +31,7 @@ The act of crawling is fairly self-explanatory, but for implementation features:
- Shoving yourself empty-handed in harm mode should allow you to go from crawling to standing at the cost of stamina. This can be used to stand up faster if you were forced into a crawling state and want to get up faster.
- Crawling should look distinct from being knocked down by a stamcrit or shock.
- My proposal is that crawling should only be possible if your character is facedown, since your arms have to be below you to move, as that's literally how crawling is carried out. This means that your character should be able to rotate both clockwise and counterclockwise when falling over as opposed to how it currently is where your sprite ALWAYS rotates counterclockwise. **(TBD: I don't think using the forward-facing/back-facing sprites for crawling is a good idea if we want to increase the amount of visual differences between knock downs and crawling. It doesn't look that bad for Morty, Slimes, Cleanbots, Goats, Honkbots, etc. so I think it'll be fine. In a perfect world we'd have new sprites or animations for crawling, but that's not going to happen.)**
- Being hit by lethal damage flashes your character red. Being hit by stamina damage flashes your character blue. By this logic, being fully stamcritted can be another fully visual indicator without ruining immersiveness. The implementation for a visual stamcrit effect should look like **(TBD: should we darken the character, as if they were no longer active, like in SS13 Citadel? surround the player sprite on the left and right with zig zag lines and have them shake a little bit like a classic video game stun when some heavy monster slams the ground?? needs to be decided)**
- Being hit by lethal damage flashes your character red. Being hit by stamina damage flashes your character blue. By this logic, being fully stamcritted can be another fully visual indicator without ruining immersiveness. The implementation for a visual stamcrit effect should look like **(TBD: should we darken the character, as if they were no longer active, like in SS13 Citadel? surround the player sprite on the left and right with zig zag lines and have them shake a little bit like pushing is done on RMC14?? needs to be decided)**

## Game Design Rationale

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