Is this the theory that a certain amount of ejaculate is identical to a certain amount of blood loss? )
From this point of view, it is logical, but then the point in using the feature is lost, ahah :) Or you could make a loss of HP, but there are other goodies in using the feature - which ones, I don’t know yet :)
Without audio there would be no proper immersion in the process. But even with audio, there are a few immersion issues here that I'd like to address.
CJ's hand does not move in sync with the mouse movement (back and forth or up and down). But with such animations it’s difficult to make it all synchronous, so I didn’t give up on it, ahah :)
Also, audio accompaniment is not just repeated until the end, but depending on the intensity of the player’s mouse movement)
1. Download the original GTA: San Andreas. 2. Download mod. 3. Unpack the contents of the mod folder into the folder with the original GTA: San Andreas. Confirm all file replacements.
In the VK group you can see the latest versions. By the way, I sometimes think about continuing to develop it... But I already have one project that I would like to put in open testing, at least.
But this is already beyond the usual scripts of GTA: San Andreas. I just described, roughly speaking, "how to learn to do what Rockstar did in their time?" :)
If I understand correctly, then you can diversify such a chase by checking in-game events. Depending on them, implement the actions of the game that the scriptwriter has conceived :)
Example. The player's car is being chased by an enemy car with a carrier, and explosive barrels are placed on the road. The player hits the driver in the head, he dies, and the car moves by inertia towards the barrel and explodes from the collision :)
But all these events, one way or another, are connected with RRR paths. If you dilute it with traffic, then you can probably combine the movement of enemy vehicles or even the GG with AI tools. But I don't know how it looks like in practice :)
If a person wants to work professionally in the gaming industry - no matter who - modding is a great start for something more :) You can learn programming, level creation, modeling, story writing and game design. You don’t even need to do anything literally from scratch, buy assets, solve legal issues like in an adult game development.
But as correctly noted, it is worth doing this, on average, 5-10 years. Otherwise, you will simply degrade further. And this is with any work, not only with modding. And modding in general can be left as a hobby, which you do according to your mood and the availability of free time :)
As for the bike, the tank and the train, it seems that I wrote in the article that this is regulated by timers, that is, the right moment is selected so that all transport routes work correctly and spectacularly. Well, and extraneous vehicles, characters and objects that the player's transport cannot in a common sense and logically knock down (a bicycle), we are removing :)
One example I've come across is Dominic Toretto's accident at the end of Fast & Furious, when he crashes into a truck and overturns. In the game, this can be controlled by the timing of the appearance of the truck, the speed of its movement to the intersection. So that at the right moment the truck arrives at the right place, and the car crashes and makes a coup in the right place :)
In fact, some of these subtleties are not understood in the article. Therefore, it is aimed at scripters who can independently build such a system. Only the material will come out quite voluminous: taking into account theory and practice. It might be good enough to record a video here. But I don’t know how much time it will take to explain, write code and test in the game :)
Thank you. Except my latest project is technically unstable. This can be understood from the reviews. And so I tried to make each mission different from the other in terms of gameplay :)
Like they changed the location and voila a new game?
No matter how ridiculous it may look, this is almost what happens in the mobile segment of the gaming industry: some Clash Royale or any other successful, according to the metrics, project in the store comes out, and it is decomposed, the content is changed and a new game is released, therefore even legally this game is clean as the content is new, the gameplay is not patented and the new game will make some money :)
Major gaming companies are looking to exploit famous and successful IPs because it has been repeatedly written above that the cost and complexity of developing video games is increasing. At the same time, the number of risks in the development of a game project is also growing.
The big guys don't want to take risks, but there are a few studios or indie developers out there. They can come to the big ones, “sell” their project at the vertical cut stage or other stages, the big one gives the go-ahead: money for development and marketing :)
That is, the gaming industry boils down to the fact that there are “big uncles”: AAA companies with stable more or less monthly billions in income. And there are "little guys", indie developers and small studios who come to the "big uncle" for financial and marketing help, for example. And indies and the like are not limited by business risks, and therefore they can show imagination and courage in discovering new design, technical and so on solutions :)
From this point of view, it is logical, but then the point in using the feature is lost, ahah :) Or you could make a loss of HP, but there are other goodies in using the feature - which ones, I don’t know yet :)
CJ's hand does not move in sync with the mouse movement (back and forth or up and down). But with such animations it’s difficult to make it all synchronous, so I didn’t give up on it, ahah :)
Also, audio accompaniment is not just repeated until the end, but depending on the intensity of the player’s mouse movement)
2. Download mod.
3. Unpack the contents of the mod folder into the folder with the original GTA: San Andreas. Confirm all file replacements.
If I understand correctly, then you can diversify such a chase by checking in-game events. Depending on them, implement the actions of the game that the scriptwriter has conceived :)
Example. The player's car is being chased by an enemy car with a carrier, and explosive barrels are placed on the road. The player hits the driver in the head, he dies, and the car moves by inertia towards the barrel and explodes from the collision :)
But all these events, one way or another, are connected with RRR paths. If you dilute it with traffic, then you can probably combine the movement of enemy vehicles or even the GG with AI tools. But I don't know how it looks like in practice :)
But as correctly noted, it is worth doing this, on average, 5-10 years. Otherwise, you will simply degrade further. And this is with any work, not only with modding. And modding in general can be left as a hobby, which you do according to your mood and the availability of free time :)
As for the bike, the tank and the train, it seems that I wrote in the article that this is regulated by timers, that is, the right moment is selected so that all transport routes work correctly and spectacularly. Well, and extraneous vehicles, characters and objects that the player's transport cannot in a common sense and logically knock down (a bicycle), we are removing :)
One example I've come across is Dominic Toretto's accident at the end of Fast & Furious, when he crashes into a truck and overturns. In the game, this can be controlled by the timing of the appearance of the truck, the speed of its movement to the intersection. So that at the right moment the truck arrives at the right place, and the car crashes and makes a coup in the right place :)
In fact, some of these subtleties are not understood in the article. Therefore, it is aimed at scripters who can independently build such a system. Only the material will come out quite voluminous: taking into account theory and practice. It might be good enough to record a video here. But I don’t know how much time it will take to explain, write code and test in the game :)
No matter how ridiculous it may look, this is almost what happens in the mobile segment of the gaming industry: some Clash Royale or any other successful, according to the metrics, project in the store comes out, and it is decomposed, the content is changed and a new game is released, therefore even legally this game is clean as the content is new, the gameplay is not patented and the new game will make some money :)
The big guys don't want to take risks, but there are a few studios or indie developers out there. They can come to the big ones, “sell” their project at the vertical cut stage or other stages, the big one gives the go-ahead: money for development and marketing :)
That is, the gaming industry boils down to the fact that there are “big uncles”: AAA companies with stable more or less monthly billions in income. And there are "little guys", indie developers and small studios who come to the "big uncle" for financial and marketing help, for example. And indies and the like are not limited by business risks, and therefore they can show imagination and courage in discovering new design, technical and so on solutions :)