Factor 5 shows its first PS3 game

Guden Oden said:
Two common problems with fantasy dragons, that this game replicates as well:

*Wings are too small compared to body.
Reason birds can fly at all is because their wings are huge compared to their body - pluck away their feathers, they're really quite small.

*Legs too friggin big and heavy.
Again, look at birds. Very little meat - or anything else for that matter - on bird legs, and for a reason too. Heavy legs = back heavy = dragon would hang vertically in the air. Also, a long heavy tail at the end doesn't exactly help with balance either...

Well, they are called fantasy dragons for something. ;)

Skinny dragons with feathers wouldn't have much appeal, would they?
 
Guden Oden said:
Two common problems with fantasy dragons, that this game replicates as well:
Haven't you watched that Dragon cartoon or what was it called. They explained clearly that Dragons are like hydrogen baloons, they need gas to levitate, wings are just for steering and movement.



:oops:
 
Evil_Cloud: teeny text makes baby jebsu cry!!*






*besides, everyone already knows the cut n' paste to notebook technique, so what are you trying to hide!!1!!eleven
 
mesyn191 said:
Evil_Cloud: teeny text makes baby jebsu cry!!*






*besides, everyone already knows the cut n' paste to notebook technique, so what are you trying to hide!!1!!eleven

Well those highlights were supposed to be a joke, as they come from 3DO's Dragon Rage title. :LOL:
 
i really like the aerial combat style of this game, resembles very much to some movies in a cinematic way. rein of fire especially, i hope they can add some more combat elements like fire breath or ice wind etc..
 
Vysez said:
PC-Engine said:
You came to this conclusion just from that clip?
Yes, but I didn't say the simulation was in real-time or pre-baked.

If it's prebaked then it's not simulation. It would be scripted muscular animation and it still doesn't confirm it's based on simulation. It could easily be based on hand animation.

Guden Oden said:
Two common problems with fantasy dragons, that this game replicates as well:

*Wings are too small compared to body.
Reason birds can fly at all is because their wings are huge compared to their body - pluck away their feathers, they're really quite small.

*Legs too friggin big and heavy.
Again, look at birds. Very little meat - or anything else for that matter - on bird legs, and for a reason too. Heavy legs = back heavy = dragon would hang vertically in the air. Also, a long heavy tail at the end doesn't exactly help with balance either...

That's not true. Birds can fly because their bones are hollow, not because their wings are proportionately bigger than their bodies. Humming birds have very small wings. Only reason why bats seem to have large wings is due to them being a mammal with solid bones. Since dragons are fictitious they can have hollow bones, with webbed mammal like wings, but also lay eggs like birds and reptiles.
 
...or you could take the more moderate perspective that it takes a little bit of everything to make animal flight possible.
 
randycat99 said:
...or you could take the more moderate perspective that it takes a little bit of everything to make animal flight possible.

But that isn't enough to disprove flight requires proportionately big wings.
 
This thread will finish in General Discussion with the new title "How do Dragons Fly? Hollow bones, big wings, gas problems?".

Let's discuss Factor 5 graphical prowesses (Or lack of), shall we?
 
Vysez said:
This thread will finish in General Discussion with the new title "How do Dragons Fly? Hollow bones, big wings, gas problems?".

Let's discuss Factor 5 graphical prowesses (Or lack of), shall we?

I agree. ;)

I'm guessing this game will be a shooter based on dragons since F5 has plenty of experience with the shooter genre.
 
The 'muscle' system is probably an additional set of bones that are rigged to expand/contract and maybe even move around under the skin, based on the skeleton's movements. Anything more complex would most likely be too much work for a realtime game.
 
Would you need more? The 3D package I use has key frames based on joint positions. You can design an arm on a skeleton with bicep extended at arm extended, and bulgy bicep on elbow contracted. This is just interpolation of vertex positions.

I can't think what more you'd want to do for muscle simulation. How advanced can you go?
 
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