
Just think of it for a while.
- If we have a parachute like the one that was used in Worms series, it would look somewhat weird but realistic. You jump, open up your parachute and float further down safely, not bothering yourself about actual height. When you land on the ground the parachute vanishes (which was acceptable for Worms) and you can move further on.
- Now we have a (magic) baloon instead of a parachute. Alright, we carry a hollow "piece-of-rubber" in our hands, then jump from the cliff, then... what then, actually? Quickly inflate the baloon with the power of your lungs? You would be dead long before you make your first three blows. Carry a pump with you? Ridiculous. Inflate the
- The first solution to all these problems that I came up with was about making a balloon uninflatable/unpoppable/indestructible. You cary it in your hands and use only when you jump, but...
Then I had (at least, I thought it was) a brilliant idea. I would not spend my words describing it - lets take a look at the picture:

As you can see, now we have a wearable object which is used permanently while it is put on. (We have not agreed on a concept of wearable objects yet but it would be used the same as divers helmet, body armor and other similar things). From the moment the clonk puts on this bizarre backpack the gravity for him is slightly reduced allowing to make long&high leaps and float down slowly. We can even think of some animation for baloons hiding inside the backpack and revealing out of it...
Need some feedback (hope you like this idea).
P.S. If this concept is aproved after all (which I would like greately) then we would have to suspend its discussion until better time (since we agreed to abandon the idea of implementing wearable objects in the first OC release). Thus it should be removed from the TODO list.
Attachment: backpack.svg (7k)
Attachment: UV-description.tga (65k)

I don't know if we need to be that strict about magic/non_magic and realism.
Other objects aren't realistic too. What about the jar of wind? But it adds a good deal to the gameplay for some levels.

Concerning the post... Could you just skip my somewhat poinless blabbering in the beginning and start with... lets say the picture? =)

Your picture looks good and this seems to be a clonky idea. But I don't know if we really want this "parachute" to be always active or just on activating it like (I think) it was meant to with the balloon. For now we could just make it an inventory object, which is "worn" when it is in on of the hands.
I think hes saying that you would pick up the "magic balloon", equip it, and then whenever the clonk wearing it is falling, it activates. Otherwise, the balloons inside it just stay inside it. And once the clonk wearing it is no longer falling, the balloons just go back inside.
If i'm wrong sorry, just want to help.
If i'm wrong sorry, just want to help.
I think we should have 2 slots for settlement/melee, but 3 for parkours, so player can have shovel+loam/dynamite+something else

Well, another option would be to make a function, that defines amounts of items clonk can carry, so on start/respawn lets say "pClonk->SetInventoryLimit(4);" is called, which sets clonk inventory to 4 slots.
...scrolling the left inventory with the mouse-wheel and as an alternative two other keys for switching? I would like this.

I think, zooming is not something, that you have to do quick, so it could be done by a more complex way.
I have a soft mouse wheel. You can't switch the inventory with that, it's just impossible.
Orly? I mean... I hope its not too hard to implent a tweak for this.
I haven't seen a game where I could use weapon/speed/whatever-switching with my mouse-wheel, so I guess it is hard.
I doubt if it really is that hard, probably just nobody cared :D


http://www.youtube.com/watch?v=oJHv-q5ILt0#t=3m50s
For the graphics, I thought it could either look very sparkly-transparent-magic or something like Ringwaul suggested.
I must say I like your basic idea a lot. Not because it would be "more realistic" or something, I don't mind a little magic. However, the advantage of this thing being a wearable object is having both hands free. You might be able to do something in mid-air, shooting with bow and arrow perhaps. Compared to the magic balloon you have to grab, you're not as defenseless. Also, it would provide more action to the gameplay.
That being said, I'm with Ringwaul on the graphics.
That being said, I'm with Ringwaul on the graphics.



I had two ideas concerning its application.
1) Clonk always carries this balloon and it is thus always used when selected
2) Clonk carries a balloon by holding the round part of it (not the hilt/handle) - a bit similar to the way he carries a boompack. When used (MB pressed) the balloon quickly floats up and clonk grabs it by the hilt (thus falling speed is decreased). When on land (not used anymore) he pulls it towards himself and grabs the baloon with both of his hands again.
The hilt is a very simple object (the only thing that is not going to be modified if this concept is approved =):

Also I thought about something like this recently (though I like the first concept better):

Don't ask me about any feedback on this concept - I do not think that it is very good. But I posted my idea anyway for few reasons:
1) to ensure everyone that I haven't forgot about my responsibility of creating magic_balloon object :-)
2) to stimulate further brainstorming process;
3) in the end... maybe someone likes it...

It is true that probably if the clonk has the balloon, he always wants to fall more slowly. However, there is no interface for that (yet?). And if he has the balloon in his inventory anyway, it doesn't hurt that he has to click on use to make use of it.

> a globe with just a short line
Wouldn't it be TOO simple? Hm... at least I thought that this "belt" extruding from the sphere a bit looked quite nice...
> It is true...
This is exactly the reason I wanted a "wearable" object (simply because it fits wearable objects concept very well)
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