L. Scofield
Veteran
Some people are impressed by the moving levels in GoW3, so technologically, what's impressive about that? I don't mean it as a rethorical question, I really have no clue
Some people are impressed by the moving levels in GoW3, so technologically, what's impressive about that? I don't mean it as a rethorical question, I really have no clue
Some people are impressed by the moving levels in GoW3, so technologically, what's impressive about that? I don't mean it as a rethorical question, I really have no clue
I don’t think it’s the moving level (err, Titan ride) per se, but rather the overall presentation, interaction, scope and depth that makes it feel brand new.
Jedi Knight had a moving level. It was annoying as hell.
Not holding out much hope that other moving levels won't also be annoying as hell to me. So I'm kinda curious why other people find them impressive also.
Regards,
SB
Some people are impressed by the moving levels in GoW3, so technologically, what's impressive about that? I don't mean it as a rethorical question, I really have no clue
Some people are impressed by the moving levels in GoW3, so technologically, what's impressive about that? I don't mean it as a rethorical question, I really have no clue
Well, one struggle is animating the character based on the movement of the level and your actions. Its probably even a restriction for gameplay mechanics if movement of the level can "disable" some of your moves.. maybe even while you are executing them.There's nothing tech special about it, your character just gets locked to the nearest bone on the skeleton of your terrain (it becomes your new coordinate system more or less) and moves with it, that's it, you then just collision check with the few poly's attached to that bone to offset your character appropriately.
Design wise though it's very cool if done right. Many games have done this in the past so it's nothing new, but I figure many PS3 gamers are coming from a PS2 so to them it may be something totally new. I guess they aren't done often because they can be confusing/disorienting if they aren't designed quite right.
Well, one struggle is animating the character based on the movement of the level and your actions. Its probably even a restriction for gameplay mechanics if movement of the level can "disable" some of your moves.. maybe even while you are executing them.
If you look at U2, not particulary at the train-level (which is nice but nothing special IMHO) but when you scale obstacles that move and rotate its impressive to see how Nate realistically grabs for new ledges to compensate for it - and you still can move at the same time. This is very sophisticated to me and surely is very hard to do, nothing like just sticking the player to the next object like every other game did before (down to 2D Plattformers).
A moving platform doesn't actually add much complexity to that. If you are running and jumping along a monsters arm, then that monsters arm is your new coordinate system and all actions are based off that, so not much changes compared to if you were running along the ground...
From a gameplay-specific point of view, I think it’d have to be the train, because that was something that when we started we said we wanted to create these set piece moments, and a train was sort of a classic experience in these stories. But we wanted to do it differently than most people had done trains before where the train is actually static, so all of your movesets and enemies and AI and everything works because you’re traditionally are not playing on moving geometry — you’ll just move the background and that creates the feeling that you’re on a train. But you can only go on a straight line.
You can’t go around turns and bends and up hills, and we wanted to really capture that feeling that you’re on the roof of the train and you see it curling around the mountainside up ahead, or you’re in one car and the car in front of you is oscillating back and forth, making you adjust your aim. We knew that it was going to be a huge technology effort, and we’re going to have to rewrite all of our systems for the AI, for the hero, for the physics…everything was going to have to be revamped. It took a long time to get all of that working, and it was basically the very last level in the game we finished.
...every other train level in games has a static train while the world moves around it...
Everything is dynamic and happens in realtime, now when you take into account of everything else getting affected by the level when shifting its orientation, plus the ludicrously detailed Gaia herself, does that not add to the technical challenge presented here? Of course just from my own observation, I might be totally off.
What I'm wondering is what happens if Kratos just stands still while the titan he is on does its thing. I'm guessing it will be scripted in a way that forces you to advance or face dying.
Come to think of it, how did Uncharted 2's train section handle that?
I don’t think it’s the moving level (err, Titan ride) per se, but rather the overall presentation, interaction, scope and depth that makes it feel brand new.
Is there a gameplay video out of this level/section?
That's the video we've all been waiting for but apparently the press who seen it described exactly that. My observation came from the "Epic trailer" released awhile back.Is there a gameplay video out of this level/section?