pulse in a ego-shooter
I planning to add the pulse of the player as a tactical part. if the pulse is too high/low the player caughs and can be heard by enemies.
is it a good idea or should I left it away??
It sounds interesting in terms of gameplay, but doesn''t seem to make much sense.
I agree with Kylotan. There is no link between pulse rate and coughing so this doesn''t make any sense.
Dan Marchant
Obscure Productions
Game Development & Design consultant
Dan Marchant
Obscure Productions
Game Development & Design consultant
Dan Marchant - Business Development Consultant
www.obscure.co.uk
www.obscure.co.uk
quote: Original post by Kylotan
It sounds interesting in terms of gameplay, but doesn''t seem to make much sense.
I''ve seen it in the Unreal Tournament Mod Ops (I think was named this way). The player has a indicator of his pulse and if he jumps a lot or run over long distances the pulse get higher and the enemy could hear the player caughs...
I thought this might help to prevent the player running and jumping like in CS but without using the thing (makes the player slower) as CS does.
Cough... COUGH... COUGH
Anyway, as people have said, pulse-rate doesn''t make you cough... I work out almost every day. During my warm-up, my pulse goes to 150, maybe 160. This is when I''m most likely to cough, because my respiration rate is highest-- I''m breathing very heavily because I''ve gone from rest to full exertion and my body needs more oxygen. However, (after strength/resistance training) once I''m doing cardiovascular, my heartrate can get up to 170. However, my breathing is slow and methodic now because my body has now reached an equilibrium (Or as some of the muscle-heads call it, "in the zone").
People have the highest likelyness of coughing when they''re breathing heavily, which is when going from rest to full exertion. NOT at the highest heartrate.
Now... As for it''s usefulness/desireability in a game... I say stay away. You''re puting a restriction on the player, and doing something that could tactically f$#@! them-- and it''s comepletely out of their control. There''s a game for the GameCube (and possibly other systems) that tried something like this: It''s called "Pulse Racer" or something stupid like that. It''s supposed to be a fairly good street-racing game; however, they totally ruined it by adding this "pulse" system-- the faster you go the higher your pulse gets, and if your pulse gets too high you have an embalism and die. Yup. It''s pretty stupid-- you take a racing game which is supposed to be fast and furious, and place an unnecessary and unrealistic restriction on it to slow it down.
-Desco-
Anyway, as people have said, pulse-rate doesn''t make you cough... I work out almost every day. During my warm-up, my pulse goes to 150, maybe 160. This is when I''m most likely to cough, because my respiration rate is highest-- I''m breathing very heavily because I''ve gone from rest to full exertion and my body needs more oxygen. However, (after strength/resistance training) once I''m doing cardiovascular, my heartrate can get up to 170. However, my breathing is slow and methodic now because my body has now reached an equilibrium (Or as some of the muscle-heads call it, "in the zone").
People have the highest likelyness of coughing when they''re breathing heavily, which is when going from rest to full exertion. NOT at the highest heartrate.
Now... As for it''s usefulness/desireability in a game... I say stay away. You''re puting a restriction on the player, and doing something that could tactically f$#@! them-- and it''s comepletely out of their control. There''s a game for the GameCube (and possibly other systems) that tried something like this: It''s called "Pulse Racer" or something stupid like that. It''s supposed to be a fairly good street-racing game; however, they totally ruined it by adding this "pulse" system-- the faster you go the higher your pulse gets, and if your pulse gets too high you have an embalism and die. Yup. It''s pretty stupid-- you take a racing game which is supposed to be fast and furious, and place an unnecessary and unrealistic restriction on it to slow it down.
-Desco-
Play Unreal Tournament: Strike Force (it''s a mod). They implemented something like that. When your heart-rate goes up, you can''t jump as high as you could, and have trouble running. But most importantly, you start to breathe heavily. Thus, if you ran around the corner, and are hiding, and your enemy stands still, they can hear you breathing. Really great
make it so the character coughs when the player makes them smoke a cigarette.
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])
Maybe instead of having him cough you make him breathe heavily.
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Looking for video game music? Check out some of my samples at http://www.youtube.c...ser/cminortunes
I'm currently looking to create music for a project, if you are interested e-mail me at cminortunes@gmail.com
Please only message me for hobby projects, I am not looking to create music for anything serious.
quote: Original post by PouyaCat
When your heart-rate goes up, you can''t jump as high as you could, and have trouble running. But most importantly, you start to breathe heavily. Thus, if you ran around the corner, and are hiding, and your enemy stands still, they can hear you breathing. Really great
That was exactly what I meant as I start the topic. Sorry that I might have descriped it wrong but I didn''t know how to describe it in first place
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