04-05-2017, 09:53 PM
(This post was last modified: 04-05-2017, 10:57 PM by Frank_Stein. Edited 2 times in total.)
Something I've noticed is, most anything you throw in the game will kind of stop wherever it hit or you threw it to.
I propose that two properties be taken into when tossing things. It's "bounce" and "roll" factor.
Something that is bouncy, on impact, will bounce away from it's point of contact against something solid. I'm thinking, bounce is a value, with some items such as basketballs being more bouncy then say, a crowbar.
The bounce distance is calculated by the objects momentum and the bounce value, which detracts a percentage of the momentum and turns that into tiles traveled. Each bounce reduces momentum
Rolling would be another value. An item with roll will continue to travel after hitting it's destination until it loses momentum or collides with something solid. Roll is calculated similarly the to bounce value, but instead it just continues to travel that many tiles
An object can have both bounce and roll, such as a basketball.
So, for example, a basketball could have a bounce and roll of 5. It's thrown against a wall with a force of 20. The math would look like this:
Bounce: 20*.5=The ball bounces back 10 tiles and the momentum value becomes 10
Roll: upon hitting the floor 10 tiles away from the wall, 10*.5 is calculated and the ball rolls an additional 5 tiles
I propose that two properties be taken into when tossing things. It's "bounce" and "roll" factor.
Something that is bouncy, on impact, will bounce away from it's point of contact against something solid. I'm thinking, bounce is a value, with some items such as basketballs being more bouncy then say, a crowbar.
The bounce distance is calculated by the objects momentum and the bounce value, which detracts a percentage of the momentum and turns that into tiles traveled. Each bounce reduces momentum
Rolling would be another value. An item with roll will continue to travel after hitting it's destination until it loses momentum or collides with something solid. Roll is calculated similarly the to bounce value, but instead it just continues to travel that many tiles
An object can have both bounce and roll, such as a basketball.
So, for example, a basketball could have a bounce and roll of 5. It's thrown against a wall with a force of 20. The math would look like this:
Bounce: 20*.5=The ball bounces back 10 tiles and the momentum value becomes 10
Roll: upon hitting the floor 10 tiles away from the wall, 10*.5 is calculated and the ball rolls an additional 5 tiles