For the fall damage, I'd rather use velocity times a absorption modifier that's constant for the block type you landed on. Would make more sense and would make knockbacking enemies more dangerous. ADDENDUM: The atmosphere-enter graphic can appear when you're falling into a giant "hellevator"? If yes, that's kind of wrong, since it's caused by the difference in terminal velocity from the outside of the atmosphere and the inside. All the criticizing apart, keep up with this, I come here everyday just to check the progress =D
I noticed on the asteroids that tiy showed us a monster spawned and then fell off. I would really feel annoyed if we had monsters falling from the sky. That's not going to happen right?
Can't use velocity directly, you hit terminal velocity too quickly. Changing those sorts of parameters at this point would invalidate too many different dungeon files to justify.
Well since I spammed on my first post here, I should ask a valid question. If 're-entry' effects go in for falling, I have a few suggestions/questions: Are they going to be based on altitude or happen wherever? It'd be kinda silly to fall down a huge cave and get reentry effects I also suggest that reentry effects also add a bit of fire damage, to, you know, make long falls a little more dangerous.
I love the weekend updates! Thank you Chucklefish and co. for doing this even during your spare time!
Guess people are getting their wishes fulfilled from the previous update. (Velocity/Re-entry ignition)
I haven't made it connected to altitude yet, but it would be trivial to do so. The last bit crossed my mind a few times.
Could you still consider the absorption values? So you can land on soft materials that absorb some of the fall damage