-
Notifications
You must be signed in to change notification settings - Fork 5
Idea: "Impulse" (instant) rumbles over time #1
Description
As a player, I want some rumbles to happen only if I'm in the original radius when the rumble starts, so that it matches what I'd expect would happen in reality.
Ex: If I fire a Cannon, I'd expect to feel a pretty long rumble. But if I walk up to a cannon after it's fired, I might not expect a rumble to start. I'd also expect that if I felt the rumble to begin with and walked away, it would continue to rumble even if I got out of the radius. (I'm not sure this is a perfect example, but it gets the point across).
The way I'm thinking this would be implemented is as follows:
- Rumble assets would be marked as "Impulses".
- On the first frame the rumble is updated / listened to, it would determine if it's an impulse. If so, it would:
** Attach a COPY of the rumble source on each listener (flagged as not-impulses, and 0 distance).
** Destroy / Release the original source.
Note: It's possible we would need to separate out both Force Feedback and Screenshake to be allowed to be "impulses." One could argue you should make two rumbles (one for FF impulse, one for Screenshake non-impulse), but that require things like FX allow for multiple rumbles.