• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Blood

Redit

Grizzled Veteran
Sep 7, 2010
261
83
Airstrip 1
I admit I have not checked if this has been posted about before, but I want to make the suggestion anyway.

Blood on this game should be realistic, when you shoot someone, you should not see any blood, unless the bullet has pierced the body or ripped a chunk out of it. Blood on the ground should splatter from explosions and the above mentioned bullet injuries. A corpse which has been shot should leak blood onto the ground into a pool, but very slowly. Not like in GTA or Red Dead Redmption where a body instantly starts floating in a paddling pool of cherryade.

Gore is separate from this, so I will ignore it here.

Blood should also be red. Blood red, and reflective.
 
Last edited:
  • Like
Reactions: Lucan946
It would be more realistic to see some dust and dirt coming off clothes of a hit soldier than a red cloud simulating blood. A mix of dust and blood should look realistic like below maybe (BOB : Battle of Carentan) :

image1oe.png


Video @ youtube seen here : [url=http://www.youtube.com/watch?v=uuyXT-FCq1k]YouTube - Band of Brothers - Carentan - Battle of Carentan - HD[/URL] (look @ 04:25)
 
Upvote 0
I like Miro!'s suggestion above.

Redit, I hope you don't mind me using your thread to take these special effects ideas further than blood alone, but that the use of particle effects from bullet and fragment impacts is something that could provide much more information and immersion in our games. In the larger sense, with blood effects being part of a whole mix of special effects tools available, I think portraying more results from bullet hits and explosions is an area that could be used to give more player feedback to what's going on in the immediate battle area.

I'd like to see more particle effects when bullets hit a target, but more importantly, there could be more special effects shown when they miss and hit surfaces or objects that would fragment with telltale results of their impacts. As an example, dirt fragments, dust, or rocks could kick up when bullets hit roads, walls, buildings, and sandbags. In most shooter games the default effect is the graphical bullet "decal", which I think is a poor substitute for what could be a more dynamic and informative result gained from using increased particle effects. I also think things like dust kicking up from near impacts or from interior penetrations could be used to produce actual suppression effects, by temporarily obscuring a target's line of sight. There's been an effort to convey suppression effects by techniques of blurring a target's vision, and/or slowing motion, increasing breathing, reducing/distorting surrounding audio, but I think greater use of actual *physical* results through visible partical effects by near misses could produce equal if not better results, and at the same time provide actual feedback to the firer that he is hitting near his intended target.

Most FPS games today use some form of particle effects to convey drama, which is good, but I'd like to see more results achieved by providing information of where and when bullets are actually hitting, and that these results could also be used to suppress a target by direct means too.
 
Upvote 0
When I say blood, I do not mean a red cloud. That is even more stupid than BoB. I also see BoB as a pointless example, it's an over exaggerated television show which is by no means a reference for reality. You should not see anything, unless the target has been dunked in flour or a chunk of him has been taken out by a bullet, or it's gone right through him, e.g. a PTRS round.
 
Last edited:
Upvote 0
You should not see anything, unless the target has been dunked in flour or a chunk of him has been taken out by a bullet [...]

+1

And this goes even more when wearing winter clothes, you would see no blood. Only if one is shot through face/head or other bare places.

Bullets just do not make blood "fly" all over the place.

But I
 
Last edited:
  • Like
Reactions: Lucan946 and Nimsky
Upvote 0
I once saw a video of someone being shot in the head, it was real of course, but the amount of blood which spewed out like a powered water feature was unbelieveable. Seriously, if anything films and games are not allowed to simulate real blood effects/ bullet wounds because it would be just too graphic. For example have you ever seen a film where they properly depicted the aftermath of a bullet wound on a human being? i.e the back of the wound with the massive chunk of flesh which it takes out? Bullets penetrate through a very small enterance but leave with a gapping hole at the back.

Sturm
 
Upvote 0
As Sturm wrote, modern war films try to dramatize combat now while still avoiding overtly digusting their viewers, and causing them to stop watching (but even for the faint of heart it still happens).

Special effects are just substitutes meant to convey drama and information. I'm much less concerned in caring about the correct color of blood from an exit wound in my favorite shooter game, than I am about getting information that I'm actually hitting the target (or not).

This was the thrust of my first posting here. That game elements can be both immersive and informative all at the same time, and that that's probably where priorities about the level of blood letting, or about *gore* levels should be discussed.

But like I said, it's not my thread nor are my points strictly on topic. So back to the color of red.......
 
  • Like
Reactions: NightriderAOF
Upvote 0
Blood splattering on a wall if someone gets shot right in front of it would look awsome!!! And wounded soldiers that can still move should leave little blood trails too!

Just make sure that the blood disappears after a while. I don't want to see a capzone room that has been painted red by people constantly getting 'sploded

Also, after you run over an enemy in your :IS2:, you should leave a short track-shaped blood trail :D
 
Upvote 0
This film was made shortly after WW2, and shows in graphic detail the execution of German General Anton Dostler, from multiple viewpoints, showing the visual effects of bullets exiting his body from multiple hit locations (slow motion included). It reveals the dramatic results of what can happen when bullets pass through a human body, with particular attention directed to the General's arms and uniform sleeves.

Although in B&W footage, please do not watch this video if you are disturbed by scenes showing death in a graphic nature.

[URL="http://www.realmilitaryflix.com/public/685.cfm?sd=55"][URL="http://www.realmilitaryflix.com/public/685.cfm?sd=55"][URL="http://www.realmilitaryflix.com/public/685.cfm?sd=55"][URL="http://www.realmilitaryflix.com/public/685.cfm?sd=55"][URL="http://www.realmilitaryflix.com/public/685.cfm?sd=55"][URL]http://www.realmilitaryflix.com/public/685.cfm?sd=55[/URL][/URL][/URL][/URL][/URL][/URL]
 
Upvote 0
Is it a mist of blood or a combination of dust and blood ?
And tissue, bone, fabric, and projectile fragmentaion?

The basic effects can be a combination of the bullet's initial impact, its sonic pressure wave, the transfer of kenetic energy to the surrounding body structure and environment, and results from penetration. Cavitation from bullets within the body can cause large exit wounds, and when bones are hit secondary and tertiary wound damage can result from both the bone and projectile fragments.

I think a general combination of "dust" and some body "matter" effects would suffice to convey bullets hitting virtual soldiers in an FPS game.

I'm thinking these decisions are really best left for the designers themselves.
 
Last edited:
Upvote 0