Makwa Posted March 24, 2016 Share Posted March 24, 2016 Minor visual annoyance that could use improvement: The "frost breath" effect renders on the center my screen. As I turn my head, so does the breath effect. Yes, it is a subtle effect, but it does throw off spatial immersion once the player becomes consciously aware of this (sorry if I spoiled it for some of you guys). Anyway, It should be rendered as vectored (origin: head) particle effect in the 3d world, not on my 2d UI. Or allow me the option to turn it off? Link to comment Share on other sites More sharing options...
SEAplane Posted March 26, 2016 Share Posted March 26, 2016 Interesting idea. Not sure on implementation. I do like that the breath is in the same style as the world. Link to comment Share on other sites More sharing options...
LucidFugue Posted March 26, 2016 Share Posted March 26, 2016 Yup. I know it's a minor bit of polish, but I've wanted the breath to be more dynamic as well for about a year now. I figured if it happened it would be one of the last touch ups around release time. But we'll see. Link to comment Share on other sites More sharing options...
Hotzn Posted March 27, 2016 Share Posted March 27, 2016 +1 I suggested a long time ago that the avatar's breath should hang in the air and move with the breeze. So if there is only a very slight breeze, we could see in which direction it is going, since the breath would move along with it and slowly dissolve. This could be very useful if smell was turned into a bigger factor for hunting (eg if animals would smell the player from afar if they are downwind and just move out of his/her way). Which I would also wish for. Link to comment Share on other sites More sharing options...
togg Posted March 28, 2016 Share Posted March 28, 2016 Seems a great idea. Link to comment Share on other sites More sharing options...
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