Hi! I've just uploaded the updated game version. I've been working on changing the wound visuals the past couple of weeks. This update improves the wound visuals in a number of ways. The download is here:
Alternate link: cr-setup-0.0.7.008.exe
New entry and exit visuals
The entry and exit wound visuals are more dynamic now. Before each ammunition type had a specific decal for entry and exit respectively that was simply pasted in place. Now they are rendered. That means that I can control them in much more detail. How a wound will look is now determined by the projectiles energy (velocity and mass) and its size. For the exit wounds it in addition depends on how much cavity was created in the body part which was hit by the bullet.
The new entry and exit wounds.
Since the wound visuals now depend on the real-time properties of the bullet, it also means that a bullet that has lost energy (by passing through a door or another body for instance) creates a smaller wound on impact than it would otherwise.
Just as a note, all of this is just regarding the visuals. All of these calculations were already being made for the physiology before, so there are no changes to the physiological responses when I talk about the wounds being different.
Dynamic decals on body parts
The other big addition is the new decals on body parts. They are:
- Blood streaks
- Blood soaking
- Powder burns
Blood streaks and soaking appear at wounds. The streaks paint blood trails on the limb out from the wound and pulled down by gravity. The soaking appears around wounds on body parts that have clothing on them and is essentially a round area of blood that expands over time.
The new dynamic decals.
The powder burns appear on body parts when a weapon is fired really close to them or if there is an explosion close by. This is caused by the burning powder expelled from weapons and explosions and makes a dark stain on the affected body part.
Some new weapon components
I've also added a couple new weapon components. They are a couple of optics and a new fore grip.
New weapon components.
Censoring visual effect
There is a new (and optional) visual effect that simulates the kind of image or video censoring that you can sometimes see in news media images and video. It pixelates portions of the rendered game to cover head injuries and blood pools. My idea in adding it is not actually to censor the game, but rather to add another bit of emphasis to the gore. It hints that there must be something bad behind it. I'm not sure this trick works for everyone, and probably no-one would like to have it on all the time. It is turned off by default.
The new and optional censoring visual effect.
Aside from that above there are a number of other improvements and fixes that I am glad to have made but I wont list them here.
I was also featured again on the YouTube channel Random Madness. Thanks to Valentin for that, please watch the video and check out his channel. If you like my game you will probably like his gore reviews. (Note that this video is before the updates of this post though.)
That's it for this time. Please enjoy the new demo!
The latest version of the marksman demo adds the Saiga 12 fully automatic shotgun, the physiology visualizer (as shown in the Physiology dev log), new pain audio and more.
Read more about the latest version here: Crisis Response change log
Alternate download link: cr-setup-0.0.7.008.exe
Since the demo release
I have been working on a lot of things in the months since the demo release. It has been a lot of overall polishing and improvements but the biggest single feature is the marksman, which I will cover in this article.
I made a dev log where I talk about the top level stuff of the marksman, touching on many of the things in this article. Give it a view if you haven't already:
Controlling the marksman
You control the marksman and rifle largely with the mouse (only changing the magazine is off the mouse). The rifle is a bolt action rifle and you reload it using mouse gestures. You'll understand this best by checking out the video above (at 0:45). You control the bolt entirely by moving the mouse: you move the mouse to rotate it open, then to pull it back which ejects the casing from the chamber. Then you slide it back forward to feed a new round from the magazine and into the chamber.
The marksman projectiles use the same ballistics as all the other projectiles. They drop due to gravity, they deflect, deform and shatter. I've not added any wind but I might do that. For now the firing distances are so short that wind will not have any noticeable effect. Currently the scope is always zeroed in for the correct distance between the marksman and the building but if I decide to make things more complicated later I will add it as an option for the player to adjust elevation manually.
I'm quite happy with how the marksman audio is shaping up. There are 8 different samples just for manipulating the bolt. There are also three different sets of audio for the marksman firing. There is one set of audio heard from the marksman view, one for the entry team when it is indoors, and one for the entry team being outside the building. The firing sounds heard by the entry team are delayed by the distance the sound has to travel from the marksman's position. This creates the nice effect that you hear the bullet strike before the detonation from the rifle when the marksman is at a sufficient distance.
Watch the video below for a demonstration of the audio and a whole bunch of marksman hits:
AI controls and commands
I have written a simple AI to control the marksman. So when the player is controlling the entry team and viewing the inside of the building the marksman can still track targets and respond to commands from the player.
You can use both hotkeys and the interaction menu to tell the marksman to:
- Track a specific target
- Continuously target whoever is nearest the player
- Fire on the current target
You can also give the marksman a go ahead to engage freely. The marksman will then engage any and all targets that are available. When not engaging in the free mode the marksman will otherwise return to standing by after having fired a shot.
In addition I've added an option that allows the marksman to fire at suspects that threaten the operators (and later hostages) regardless which other orders it had. That way when a suspect is raising a weapon toward you the marksman can go ahead without an order.
To be able to see what the marksman is up to I've added some small interface to indicate the current target and its status. This icon hovers above the head of the marksman's target. When the icon is gray and crossed over it means the marksman's view of the target is blocked. When it is just gray but not crossed out the marksman has a clear view but is not ready to fire. And when the marksman is ready to fire it turns green with a dot in the middle.
Cross-hairs over your head? That means the marksman is ready.
I have some things left to take care of before the marksman demo is ready for release but it is quite close. As I've mentioned before the next demo version is also going to be free, so stay tuned.
That's it for this time. Thanks for reading!
Crisis Response on Twitter: @bloodandbullet
(Follow me on Twitter to take part of all the small things I never post here.)
I've made my first dev log. Hopefully I will make more of these now that I've started. In it I show and talk about the marksman that's one of the things I've been working on since the demo release.
I was invited to a discussion with Valentin the Mad of the Youtube channel Random Madness. We mostly talked about the blood and gore aspects of the game, but also about where it is headed. It was awesome to get the opportunity to reach his viewers an talk a bit about the detail I've put into the physiology in Crisis Response. Check it out below: