Given the somewhat recent discussion regarding the in-game HUD, I thought I'd write up a quick edit to the blink mechanics.
This mod takes the blur effect found when entering the pocket dimension, and makes use of it to replace the blink meter. The alpha/intensity of the blur overlay is represented by the logistic function ((cap) / (1 + e^(-0.8*(x-offset)))), where x is equal to ((BLINKFREQ - BlinkTimer)/(BLINKFREQ/10)). (I'll add some graphs later to make this easier to understand)
EDIT: Added stamina mechanic. Same-ish function, lower stamina = higher volume and frequency of breathing (heartbeats for now).
Currently heartbeats are used to simulate breathing frequency and volume. The current sound is a placeholder.
For testing purposes, the blink + stamina meters remains as they are in Euclid difficulty. If you wish to get a feel for the game without the meters, play on Keter difficulty.
Feel free to talk about any HUD related game mechanics.
EDIT: Added commands for testing.
'setcap #' sets the cap for the function, default = 0.80
'setoffset #' sets the offset for the blink function, default = 6.0
'sethoffset #' sets the offset for the heartbeat function, default = 6.0
DL: http://www.mediafire.com/?00ziwezxxz29kwf
[0.7.3]Alternative Blink + Stamina Mechanics
#1
Last edited by MonocleBios on Sun Jun 23, 2013 7:15 pm, edited 4 times in total.
M-x dingus-mode