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Klei, please add dynamic VFX and SFX to hits

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The alarming clock is my favorite weapon in the game period... Not because of the stats, but how it feels to hit stuff with it. Its probably one of the few weapons where the sound effect feels appropriate for the damage you are doing and possibility the only weapon hit particle effects. Young Wanda hits fell clanky and ineffective, middle age Wanda hits feel normal, and elderly Wanda hits feel absolutely devastating.

When most other characters hits a mob with a weapon you can't really tell if it is hit or not unless the mob has a recoil animation or you are paying real close attention to the generic sound effect when they are struck (at least props to the sound effect differing if they are made of rock/bone/flesh/metal). So lets apply the dynamic effects of Wanda's alarming clock to all weapons in the game based on the damage the character deals (particles should be different cause not all weapons are shadow weapons).

1-49 damage: small hit sound effect, small hit particles on the targets (should be barely noticeable)

50-99 damage: good solid hit sound effect, moderate amount of hit particles

100+ damage: crunchy satisfying hit sound, large amount of hit particles, maybe incorporate some hit lag or freeze frames (although this can effect gameplay) 

A mighty Wolfgang hitting a mob with fresh Hambat should look and sound harder than a Wendy hitting a mob with a spear. I think this would make combat (and there is a lot of combat in DST) feel a lot more satisfying and rewarding to participate in. This example is the kind of polish that all games should strive for and it will go a long way for it.


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