River City Dynamic Time Is....
#1
Posted 06 July 2015 - 10:43 AM
#2
Posted 06 July 2015 - 11:26 AM
#3
Posted 06 July 2015 - 11:53 AM
#4
Posted 06 July 2015 - 11:53 AM
Next stop: burnable trees! Well I wish
#5
Posted 06 July 2015 - 12:07 PM
Jman5, on 06 July 2015 - 11:26 AM, said:
This sooo much ^^^
A particular map in MW:LL has that feature, and it looks awesome:
Of course in River City's case, the sky effects wouldn't need to be as crazy. That said, it would be amazing to have a map like Extremity in MWO <3
Edited by armyunit, 06 July 2015 - 12:09 PM.
#7
Posted 06 July 2015 - 12:23 PM
armyunit, on 06 July 2015 - 12:07 PM, said:
We have HPG Manifold and that outerspace 'moon' feel. So the day/night rotational cycle would easily start there.
But sadly, we also miss out on the other really cool things from Extremity such as the low gravity and hot/cold effects. I remember the 'lakes' that were frozen and walkable at dark, and the quick melting and subsequent steaming of those same areas as the planetoid turned and the light started hitting it. Also increased cooling in dark and more latent heat in the light.
#8
Posted 06 July 2015 - 12:51 PM
#9
Posted 06 July 2015 - 01:09 PM
Dulahan, on 06 July 2015 - 12:51 PM, said:
In the preview vid, they said it would be random starting time of day per match, and that the cycle would be 6 hours of change over 15 minutes.
Edited by Gravitas, 06 July 2015 - 01:09 PM.
#10
Posted 06 July 2015 - 01:09 PM
When that happens it'd be a great time to go into more detail with vision modes and maybe get them another pass, if we have room in the dev schedule. Either way, it's going to be very interesting to see how the dynamic lighting will work on RCR. On top of the fact that RCR will now actually be a highly playable map instead of a friggin' clusterfisk.
Good time to be a MWO player, I think.
#11
Posted 06 July 2015 - 01:29 PM
1453 R, on 06 July 2015 - 01:09 PM, said:
....
Yeah, I also have praised this new day/night cycle because of this.
I imagine they could have made some maps to have different sections which require different secondary vision to get through them. For example, on Alpine there is a derelict tunnel going straight through the Candy Mountain right to the base behind it in the valley, but there is leaking gas inside this tunnel and there is no light so you have to use night or thermal vision. Things like that.
#12
Posted 06 July 2015 - 03:16 PM
Dulahan, on 06 July 2015 - 12:51 PM, said:
In the developer blog, they said they divided a standard 24 hour day into 4 slices of 6 hours.
Each six hour time slice will be timed to fit inside a standard 15 minute game and will be selected at random.
#13
Posted 06 July 2015 - 04:13 PM
#14
Posted 06 July 2015 - 04:42 PM
#15
Posted 06 July 2015 - 04:44 PM
#16
Posted 06 July 2015 - 09:35 PM
Spheroid, on 06 July 2015 - 04:42 PM, said:
True dynamic lighting. There is some nice footage in the Dev interview that was posted.
An advantage of all the learning (and fixing the underlying engine) over the years. Hence why *all* the maps are slowly being updated.
#17
Posted 06 July 2015 - 11:38 PM
I have a hard enough time getting stuff done in a day as it is.
#20
Posted 12 July 2015 - 04:48 PM
Scout Derek, on 06 July 2015 - 10:43 AM, said:
Yep, for me River City just went from being one of my most hated to one of my very favourite maps. GREAT work by the PGI mapping team!
Can't wait for other maps such as Forest Colony to receive the same treatment!
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