I was just talking to @Foohy on skype and he sneezed.
So I was like, alright, we should totally put sneezing into Tower.
Every so often your player slows down for a sec and winds up a good sneeze.
Then your view suddenly pitches up and down and a random sneeze sound effect plays.
This would be networked so everyone would see you sneeze when it happens.
It’d happen pretty rarely and would chain up to 5 sneezes in a row.
Sneezing would fit an elevator ride, but other than that it just seems a little pointless. Sneeze Grenades, however, could make for a community favorite item.
Sneeze grenades would break gameplay so bad, you’d have that one kid tossing and tossing them all over the place and everyone is too busy sneezing to see where they’re going.
I’m alright with it being an idle animation though.
Yes, it can be implemented. I am not a good coder, but to do so you’d need to be running a script that checks the frequency/wavelength of sneeze. That is some heavy stuff, but thankfully there are already some nice voice recognition plugins that can be tweaked, not sure if they exist for Unreal engine, unless the engine is compatible with unity plugins. (I haven’t tried unreal yet, I am a unity dev)
Although in my opinion its a wasteful idea, its not because it cant be done easily, its because its uncertain that most players will have good internet/mic/audio plugins that don’t make static or stretch out the audio or its pitch. Even a little disturbance in the speech changes the result. Although I think, just making the script recognize an instantaneous loud static would do the trick, but than anything that’s making such a noise will trigger the animation.
In the end , sorry its costly in terms of programming and actively sensing the sneeze trigger, and is useless in my opinion.