Answer the Q!
- 1 person likes this.
Started by the-pi-guy, Jan 19, 2020, 07:24 PM
previous topic - next topic0 Members and 1 Guest are viewing this topic.
i'm happy with the SSD and it's affects on load times.I swear I didn't read your post before making mine haha.
i just want developers to spend more time rethinking old school game design principles. things don't need to be "innovative",.. i just think some of the old troupes could be improved upon if people just spent time thinking about it.
VizionEck Cube Royale is releasing this year "I'm Mike Armbrust" -Me |
From a system point of view, I am really hoping for a good BC solution. Still trying to get through some older games.Death Stranding walking is what really got me. In essentially every other video game edges/cliffs are the only part of the terrain you pay attention to. If you don't walk off an edge, you are fine. It's been the exact same platforming for decades. In Death Stranding however you have to look where you walk and move your character with a variety of factors in mind. Shouldn't just be copied into other games but was great at making other games feel flat.
From a games point of view. It'd be nice to see better AI and physics. Not just for the game to look better and more dynamic. But actually affect the gameplay.
>Why games treat ground as ignorable
Haven't played death stranding yet, but I think this is what I'm thinking about. For a lot of games the ground is just a bunch of fixed points. A massive explosion doesn't affect the ground. It only affects the dynamic objects above it. Sometimes you don't even get that. Sometimes you just get textured scorch marks on the building that disappear a little after.
An explosion goes off and not only is the building affected, but so is the ground. That'd be awesome to see more of that.
Maybe for TES VI, you can destroy a building. And over time you see characters get together to rebuild it.
VizionEck Cube Royale is releasing this year "I'm Mike Armbrust" -Me |
I swear I didn't read your post before making mine haha.great minds! xD
From a system point of view, I am really hoping for a good BC solution. Still trying to get through some older games.i'd also like to see terrain be improved upon but at the same time i can see how this would be a game play challenge even if technically feasible. "invisible walls" are annoying so once you let me blow up a building i should be able to blow up any building. so what happens if i blow up a place critical to a plot? seems like a good way to narrative break a game.
From a games point of view. It'd be nice to see better AI and physics. Not just for the game to look better and more dynamic. But actually affect the gameplay.
>Why games treat ground as ignorable
Haven't played death stranding yet, but I think this is what I'm thinking about. For a lot of games the ground is just a bunch of fixed points. A massive explosion doesn't affect the ground. It only affects the dynamic objects above it. Sometimes you don't even get that. Sometimes you just get textured scorch marks on the building that disappear a little after.
An explosion goes off and not only is the building affected, but so is the ground. That'd be awesome to see more of that.
Maybe for TES VI, you can destroy a building. And over time you see characters get together to rebuild it.
Page created in 0.270 seconds with 22 queries.