Lee_Stricklin wrote:I think what Nexuiz needs is some polish on the animations, models, and a few textures. One thing I think would neat (I think somebody already said this) is if somebody worked on animations for bunny hopping to make it look more believable.
Yeah that was me, I have a few ideas that could be used in combination, that might aesthetically improve bunny hopping (we need something better to call it BTW).
1) Stride Animation. Basically, you have alternating animations each time you jump- you bound with one leg going back and then the other, etc., which might make it look more like running or such than "hopping" over and over.
2) Jump Boots. Each time you jump and/or land when moving over your usual top speed (10 MPS), a burst or glow of luminous particles (with SFX) comes out of the bottom of your boots. The faster you are going, the more intense this gets. This is like somekind of accelerated particle / repulsorlift device that gives you a boost when running and acts as a cushion when you fall, explaining your special abilities at both.
3) A whooshing wind sound, that plays when you are moving at high speeds. It should start to play when you are moving over the speed limit, and then grow in volume as your speed increases. I can't stress enough how
BIG of a difference this would make at giving a sense of speed that is utterly lacking otherwise. For flavor, it should be turned off for maps with a space setting though maybe.
A minor gameplay change that'd also help with polish and enhancing the feeling of speed would be to increasing the minimum speed and maximum damage for collision damage. Running or falling into a floor, wall or another player should start to cause damage at a much slower speed (right now it is set really, really high) and max out at 100 damage rather than 25. Then crashes are fun, while still very rarely impactful (pun

) but it gives you a better sense of your speed and adds just a little more incentive to be skillful in your high speed movement.
One last polish suggestion I want to throw out here is visual player damage/armor. Damage maps (a kind of texture) could show health level, with full health looking normal but with the damage map becoming more opaque and dominant as health gets lower. The damage map could look like anything from blood stains and bruising, to glowing metal and maybe dents/scratches for robots. Armor increases would add armor models to the player models, like helmets, vests, joint pads, a face mask, etc. This would also allow you to know what you are up against in a fight, just as you can see what weapon is being wielded against you.