A few trailer nitpicks and my tweak wishlist :)
Posted 09 March 2012 - 10:25 AM
I just saw the trailer and absolutely loved it. I can't believe we're so close to finally having a mech game at our fingertips. I have just one nitpick, and I hope that someone up there is listening
Anyhow, when watching the mechs 'die' and fall, I had a couple problems with how it was displayed.
The problem comes down to two primary things: first, I think there needs to be more emphasis on the sheer mass of these mechs. Second, when a mech is 'killed' it appears to immediately ragdoll, which is a complaint I have with most games not using some Euphoria-like engine. More on each point below.
The issue with mass first came to mind when I saw the Jenner get shot down and fall on its face. It just tipped over like no big deal with all that weight on the cockpit. It may be an issue of work involved but I'd expect to see an unpowered mech in an awkward position essentially crumple if it lost power. Or if it's running, since we're dealing with such high speeds (these such large objects) I'd hope there could be some kind of tumbling or sliding involved from a downed mech.
It just doesn't appear heavy when it hits the ground. I'm not sure if that's a matter of adding some effects such as group shake or kicking up dust or maybe some small sparks/explosions indicating the stress on the components colliding with the ground but I think that could use a little more tweaking (although I do realize it's pre-alpha). Environmental damage like carving a crash scar into the ground would also be awesome.
I do hope sound effects will also emphasize the sheer mass of these machines colliding / falling / moving / breaking with all of the stress and groans you'd imagine it'd put on their components.
To my second point, I really hate how most games immediately ragdoll characters after they are killed. In the case of a battlemech, it is such a large and complex mechanism that you'd imagine it would take time for it to completely 'die' after reaching a critical state. For example, when the atlas is destroyed it immediately falls over from the kill shot. You'd imagine that the mech's emergency systems would try to right it in a shutdown position (if damage were not too severe and speed was slow) or it would possibly have some short-circuit effects where the legs lose control or power over a second or two. Imagine a chicken running with its head cut off (but only for a moment)... that kind of thing.
These kinds of things bother me with most games, but I figure since there are developer gods lurking in the forums I hope someone casts an eye this way And again, amazing job guys.
Posted 09 March 2012 - 10:31 AM
Posted 09 March 2012 - 10:36 AM
Posted 09 March 2012 - 10:37 AM
Or ...ye know paint some red on them
Edited by Damocles, 09 March 2012 - 10:38 AM.
Posted 09 March 2012 - 10:38 AM
One should never upset a technoviking. I have made a critical mistake. *have a water bottle, sir*
Posted 09 March 2012 - 10:44 AM
“Working with CryENGINE is a true pleasure," said Russ Bullock, president of Piranha Games. "It is definitely the best choice for us: Both the character animation pipeline with the procedurally and physics based animations and the destruction system fit our goals perfectly and allow us to develop a truly unique AAA experience based on the award-winning BattleTech Universe."
10 bucks at one point in the future the mech dying animations will be great.
Posted 09 March 2012 - 11:04 AM
Posted 12 March 2012 - 06:45 PM
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