Cartoon Graphics
#1
Posted 09 September 2013 - 01:57 PM
#2
Posted 09 September 2013 - 02:15 PM
FriedIV, on 09 September 2013 - 01:57 PM, said:
How does this post have to do with cartoon graphics?
#3
Posted 09 September 2013 - 05:44 PM
Have any of you game programmers ever been near a D-50 bulldozer when it is started up?? The ground shakes. You can feel the massiveness of the machine. These mechs are supposed to have even more of that awesomeness.
#4
Posted 09 September 2013 - 05:52 PM
I agree that some of the running animations need work, and perhaps they could look into tweaking cockpit shake and engine/footfall/gyro/general machine sounds. Further to that, the lack of (at least partially) destructible maps also soften the experience a bit, I guess.
I dunno, I still feel like a big stompy robot when I play.
#5
Posted 09 September 2013 - 06:11 PM
#6
Posted 10 September 2013 - 04:07 AM
Edited by Alcom Isst, 10 September 2013 - 04:07 AM.
#7
Posted 10 September 2013 - 05:43 PM
I would have to agree with the OP and some others that the current rendition of speed to distance is not right. As well as the environmental size of terrain from inside the Mech is on the general Too big. Ground speed is not rendered correctly when "in the Mech". When the Mech reach's a certain speed, at some point, the gait should change and move to a "run mode" where the legs extend and are clear of the ground for most of the movement. These run modes showed with the cockpit sideways movements but the targeting computer and radical staying centered and stable.
I give you an idea that was done in the "other game" MW LL, there were three modes of travel for any mech that could run at speed.
1. The normal Walk,
(standard search mode and most times normal combat mode.)
2. the Trot,
(which was a rather bouncy ride but mostly both feet were in contact with the ground at all times, and if jump jets were used for a slight boost or to clear an obstacle your speed was not reduced when you made contact with the ground.)
[keep in mind that in this timeline the Mech controls itself and the pilot is there for the balance aspect and speed/direction of its movement. This allows the Mech to "know" when to put it's foot down to correspond to a jump and not lose any speed.]
- Not seeing this happen in this game.-
3. the Full Run.
(this mode smoothed out the gait and at some points neither foot was in contact with the ground, very large distances were covered in this mode, and small ground obstacles were easily bounded over.)
The engine sound and hum increased as speed was pushed, with quite a loud response when at "full Run". (and as it should be with all actuators and drive systems purring at top out-put.)
The addition of "MASC enabled" when at full speed sent speedy lights into "high octane" mode and the engine and sounds followed suit.
(ground speed and objects screamed by, but you ran the risk of blowing an actuator or leg and having your turn radius severely reduced.)
[but got the Mech up to the 200+ kph speed range and pretty well out-ran most LRM's, you do need a big map for that though.]
That "other game" also used this CryEngine model so it's a doable asset for the engineers to figure out.
All for now,
9erRed
Edited by 9erRed, 10 September 2013 - 05:46 PM.
#8
Posted 10 September 2013 - 10:27 PM
#9
Posted 12 September 2013 - 04:44 AM
...
I SHOULD NOT BE LAUGHING AT MY OWN MECH.
#10
Posted 12 September 2013 - 04:58 AM
Have "Yakkety Sax" (The Benny hill theme tune) playing in your ear while fighting a Mech battle. It is eerily appropriate and a massive laugh. If you do not find it appropriate now I apologise. But I suspect most of you that try it will fall about as I did in my Sarah Jenner last night.
No seriously try it its FUNNY. And that als is what our Big stompy robots are right now - Funny so "Cartoon Graphics" is kinda appropriate for a thread tital alas...
#11
Posted 12 September 2013 - 06:25 AM
#12
Posted 12 September 2013 - 06:41 AM
Edited by Modo44, 12 September 2013 - 06:42 AM.
#13
Posted 12 September 2013 - 07:07 AM
...which looks "funny" when moving at speed.
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