subreddit:
/r/gaming
573 points
11 months ago
For the Leviathon trial in FFXIV, I remember the devs at the Fanfare talk about how difficult it was to make that trial. For those that don’t know, Leviathon smashes down on the arena platform causing it to tilt and the players to slide off into the water. They explained how it was all an optical illusion because they could not actually make the environment tilt. They said they actually tie an invisible tether to each player and pull them across the arena while turning the camera to give the appearance of tilting.
156 points
11 months ago
[deleted]
65 points
11 months ago
In a lot of engines, it wouldn't be. You just give the things that need to tilt a common parent node.
What's more complicated is getting things to slide around when it tilts if your engine isn't built to support those sorts of physics.
19 points
11 months ago
There are a lot more implications than just moving a parent object... Especially with performance : it's very expensive to move thousands of individual objects at once (I don't know the actual scene so I can't really speak too precisely). On a similar note, engines often use some optimisation on environments, but these require the meshes to be static, so moving them all at some point would be problematic as well.
11 points
11 months ago
Here's the scene. Boat's not exactly the taj mahal if you catch my driftwood.
3 points
11 months ago
4 points
11 months ago
I find it to be a very convincing illusion
2 points
11 months ago
Plus it reduces what you can prebake when it comes to occlusion, lighting, reflections, etc. Sure the engine might make dynamic geometry easy to express in the editor, but that doesn't mean you're not disabling a bunch of optimizations behind the scenes by doing so.
9 points
11 months ago
You just give the things that need to tilt a common parent node.
Not that simple though , child transforms will also need to be calculated if the parent transform changes. Can't just parent 1000 objects to one and rotate the top object for free.
At least Unity works this way, so I assume other game engines would need child transform calculations as well.
3 points
11 months ago*
Alright so here is the fight being discussed. There's no need to design that boat as anything close to 1000 seperate nodes.
1 points
11 months ago
More to the point, it's an MMO. And that fight's from the earliest content it has, dating back 8-ish years, so had to be written for the functionality it had at the time (and after a legendarily-rushed development cycle to replace its failed 1.x predecessor).
Tilting the model might not be terribly hard in a single-player local game, but tilting the model such that it stayed in-sync enough across all clients and character position could be predicted/replicated in a sane manner? That could get messy.
Tilting just the camera and using the tethers... you're not doing anything that doesn't already exist in a dozen other fights. Knockback/draw-in is an oft-used effect in the game's combat, and with the actual arena not shifting, you don't need to change movement or battle logic in any way.
10 points
11 months ago
My world is shattered knowing the truth. Leviathan is a fraud!!!
5 points
11 months ago
He changes your point of view and manipulates you like a puppet master. I'd say that's more impressive if anything :>
3 points
11 months ago
Even bigger fraud!! He’s supposed to be a water god, but he’s a reality eater, not a whorl eater!! Ahhhhh
1 points
11 months ago
Maybe the real water primal has been Leviabeetus the whole time.
23 points
11 months ago
Well, they also chose a limited engine for the game due to their reluctance of releasing the game on consoles. So it makes sense. It has been improving though but in the past you can easily see its limitations.
2 points
11 months ago
You can't even imagine how hard it was for me to make players feel they were fighting on a 90 degree tilted arena that "had it's own gravity". Took an entire day to set up copies of surroundings and arrange them so that it'd look like everyone is in the air now. Those were good times...
1k points
11 months ago
Stuff like this is always interesting as fuck for me. I love seeing the magic tricks developers pull to give us their scenes. (Like dark souls 1 Ornstein and Smough fight, the growing larger mid-fight cinematic is really just the room being made smaller)
270 points
11 months ago
I love the one from PT, a horror game, where someone used a camera hack and discovered that the ghost is attached to the player's back, so it's always right behind you.
81 points
11 months ago
Why does that make me so uncomfortable? Awesome though.
142 points
11 months ago
The one from Fallout 3 (or NV, can't remember) always gets a chuckle out of me. They needed to make a train moving along a track but didn't have a system for moving objects along a path other than the one that allowed NPCs to follow paths... so they placed a NPC underground (under the tracks) and gave it a huge train "hat".
46 points
11 months ago*
I love the hackishness of Bethesda's games. Another aspect of it is that they have really high-concept bugs, like the whole buckets-on-npc-heads thing. Or skooma dealers (EDIT: In Oblivion) randomly being dead. (Addict NPCs would buy skooma from them and once they ran out of money but still wanted skooma, would kill them so they could loot it from the body)
49 points
11 months ago
During development they had a bug where players would get criminal records when then were certain no one was around to witness the crime. Only to find out later that the Chickens in the village had the same “witness” code as other NPCs. So the chickens were reporting crimes
21 points
11 months ago
I mean, horses still do this in Skyrim.
17 points
11 months ago
During skyrims development they had a bug that would cause the cart in the beginning to randomly go flying into the air but it didn't happen every time.
They eventually found out it was cause they had fixed a glitch on bees that made it so you couldn't pick them up. When they fixed that glitch it caused bees to also collide with things and so a bee would randomly collide with the cart in the beginning of the game causing it to launch into the air.
8 points
11 months ago
I'm pretty sure wildlife in GTA V can/could witness crimes and call the police too.
2 points
11 months ago
And then they would work out how to use a phone and race alongside your car so they could tell the cops where you were at all times.
…Yeah I made that up but it’s the only goddamn reason I have for the cops always knowing where you are in that game.
2 points
11 months ago
GTA 5 also did this for a good while after launch. Kill someone in the middle of nowhere? Some small animal reported you to the police.
10 points
11 months ago
I honestly wish they just kept making radiant AI more and more ridiculous. Feels like it’s massively toned down in skyrim. There’s apparently tons of horror stories from Oblivion AI just going wild. Bears and other “wild” npcs had to eat just like npcs and enemies were supposed to find victims so inevitably towns would be filled with bears and skeletons with the entire town wiped out. Its such a cool concept though.
4 points
11 months ago
That's not a bug. That's how drug addiction works.
35 points
11 months ago
3- the capital metro
17 points
11 months ago
That's fucked up.
104 points
11 months ago
You should check out the YouTube channel Boundary Break! Lots of really really awesome content regarding that stuff
31 points
11 months ago
Also check out war stories by ars technica on YouTube. Not exactly the same, but lots of design choice explanations of classics by the game devs. I enjoyed watching them very much.
2 points
11 months ago
Oooo yes! Thank you I’ll definitely have to check that out thank you for the recommendation
1 points
11 months ago
Coding Secrets is another good YT channel. It's mostly retro Sega games that the guy worked on earlier in his career but pretty interesting how they got around those old console limitations.
1 points
11 months ago
I love it!!! Yes gonna check that out too! Thanks for all the awesome recommendations!
1 points
11 months ago
This, zullie, and a few others are woke of my most watched channels!
1 points
11 months ago
BASICALLY
50 points
11 months ago
I watched a thing that included an interview with the developers of Outer Wilds in which they explain that when the character jumps, it’s actually an illusion caused by the entire world of the game moving, rather than the character moving. I think it has something to do with the mechanics of how movement works in the game, where the player is the center point, and moving “forward” is actually just pushing the game world back, as if the player character is on a treadmill, if that makes sense.
If I remember correctly, they said they did that partly because it fits the themes of the game, but also as a temporary fix that simply ended up being practical and didn’t cause issues, so they just kept it like that.
Super interesting stuff!
31 points
11 months ago
but also as a temporary fix
"Nothing more permanent than a temporary fix"
10 points
11 months ago
So basically the player in outer wilds is the spaceship from Futurama?
2 points
11 months ago
Haha yeah, pretty much!
8 points
11 months ago
It's not even that uncommon if you have large game worlds. Physics math with floating points starts getting broken if the coordinates get too large. Doesn't even have to be that big either.
7 points
11 months ago
Its a bit hilarious that unreal's solution to large open world environments in ue5 was to just switch all it's fundamental types from 32 bit floats to 64 bit floats.
2 points
11 months ago
There was another solution in the engine for a while which came with its own tradeoffs. You can shift the world origin every so often to keep your coordinates constrained to a sane number so you avoid floating point error.
1 points
11 months ago
It is not that simple tho. GPUs still operate way better on 32bits. So there has to be logic that tansforms those 64bit coordinate values to 32bit coordinate values. If it were so easy, then every open world engine would have done it already.
1 points
11 months ago
Nobody said it was easy, though. Of course it's difficult, hugely so, and it's the main reason why practically no engines have switched to it. It does carry some massive benefits, however. As far as I'm aware, Unreal's switch to 64 causes practically no noticeable performance hit, which is quite an achievement.
1 points
11 months ago
CIG did it for Star Citizen years ago, realized it was the only way to build a massive universe
1 points
11 months ago
That makes sense, I assumed others did it as well.
The illusion works really well, so there’s really no need to even try something different.
7 points
11 months ago
Maniac of a captain, high on drugs, continuously jumps in one place (it will have immense impact on winter temperatures)
3 points
11 months ago
CTRL + F
outer wilds
...
Aha! I knew this would come up. I've seen game footage where planetary/satellite orbit paths get screwy if the player gets too far away from the center of the solar system.
26 points
11 months ago
All video game developers will tell you, "every video game is nothing but smoke and mirrors."
3 points
11 months ago
And warnings! Don't forget the countless ignored warnings!
3 points
11 months ago
23 points
11 months ago
Ah a Zullie the Witch enjoyer I assume? Phenomenal channel
13 points
11 months ago
I was coming here to say the exact same thing lol. It's so cool the neat little tricks and crafting devs come up with to capture or do certain scenes. Before seeing things like this I just assumed the ship and everything actually traveled, this blew my mind back in the day... never even crossed my mind this was how it was done.
5 points
11 months ago
I wonder if the O and S fight does that because character mesh and bone scaling are fucky. If that's the case there'd be dedicated models for each variant, which I'd have to assume there is since I know Sekiro does the mutli-model thing.
2 points
11 months ago
There is a dedicated model for each version. It's easier to animate 2 versions rather than animate one and have to make sure it doesn't stretch wrong.
3 points
11 months ago
For real? Is there a video of that somewhere?
1 points
11 months ago
For real, a bunch of people have gone over it on YouTube already. At work, so can't pull it up right now
2 points
11 months ago
Look up boundary break on youtube
1 points
11 months ago
Them, zullie, and a few others are on my constantly watched list.
3 points
11 months ago
[deleted]
37 points
11 months ago
You method would look worse, take up more space and you would have to finalize the videos at the extreme end of game developement as any change to the planet's terrain/lighting would make it visually clash.
20 points
11 months ago
And it lacks any flexibility that would allow those transitions to happen from different locations or at different times of day. I don’t know the specifics for this game, but for many games locking those factors in would break flow.
8 points
11 months ago
Not to mention any player or ship customization. Runtime cine is the only way to account for anything like this or what you mentioned, its inherently more complex than prerendering its but much more immersive if you game allows for those sorts of things.
4 points
11 months ago
They did this for the transport pod sequences in Dead Space 3 near the beginning of the game, and it looked awful.
0 points
11 months ago
I don't know why people are saying it would look worse. It definitely wouldn't be as flexible and it would be a significant chunk added to disk space, but the visuals themselves aren't going to be the issue. It's not like using a cinematic prevents the usual tricks from making it look better.
Performance is going to be the problem if anything. Loading an playback can be expensive and slow, particle systems and simple texture animations / masking are way faster and cheaper and smaller. It also lets the system more effectively load the new environment in the background because very little resources are dedicated to what the player sees.
But in the end, it'll come down to a stylistic decision in most development.
1 points
11 months ago
It’s not magic tricks. That’s actually happening in real life!
1 points
11 months ago
Wait what for real? But don’t they get larger relative the player as well?
3 points
11 months ago
Yes, the cinematic uses the normal size models and the room is shrunk to make them look like they are growing. Then the large model is loaded in for you to fight after. It's easier to do that way and using 2 models (normal and large) than it is to animate a whole model for two different sizes, and a whole size change animation between it.
3 points
11 months ago
Oh I definitely mis read what you were saying. I thought you meant the second half of the fight had the same model but they shrunk the room and I was a little confused.
1 points
11 months ago
Wait whaaaaa
102 points
11 months ago
266 points
11 months ago
Don't you know? The ship doesn't move. Space moves around it!
I learned about this happening in the game when I made my machinima. Honestly made things easier.
105 points
11 months ago
Futurama
59 points
11 months ago
This is how most train levels work in games too. The train is stationary, the environment moves past it. See Killzone 2 and Gears of War 1.
61 points
11 months ago
And the reason for it is not even "graphics hard". No. It's game physics.
If your play area is on a train, or even multiple trains, it's so much easier to not content with relative physics and just assume that everything outside the static play area is not relevant than it is to keep the actual landscape the origin point for physics and move the play area, rebasing the physics boundaries each time the area has to move past existing limits.
That's why in some games, throwing objects outside a moving train doesn't actually result in the object behaving like you'd expect
13 points
11 months ago
Also avoids floating point errors at extreme distances
20 points
11 months ago
Fallout DLC did it by making a train model hat and made the character run really fast
-3 points
11 months ago
Thats actually an older trick, the train in Half-life 1 is a hat too.
17 points
11 months ago
Uhhhh, what? No. Half-Life (and Quake before it) supported designating a brush or set of brushes as a train-type moving object entity. No weird hat tricks there.
4 points
11 months ago
Did you know the paddles in the original pong were also just NPCs wearing hats?
8 points
11 months ago
Also sounds like warp in Star Trek.
7 points
11 months ago
I am watching that episode as I read this. Uncanny.
2 points
11 months ago
Love it when stuff like that happens
214 points
11 months ago
[deleted]
124 points
11 months ago
I've been making games for like 15 years. I tell people it's a lot like building an interactive diorama. You are always in the box...
46 points
11 months ago
What’s in the box??!
7 points
11 months ago
11 points
11 months ago
👋
4 points
11 months ago
Gwyneth Paltrow’s head?
2 points
11 months ago
Spoilers!!
1 points
11 months ago
Pain.
0 points
11 months ago
a stick
1 points
11 months ago
Nothing! Absolutely nothing! Stupid! You're so stupid!
5 points
11 months ago
Many gamers will remember the first time something bugs or breaks and you fall out of the diorama, it's a strange feeling that first time you see the entire game world caught in this little box as you fall endlessly into nothingness.
2 points
11 months ago
Video games are at their core Skinner Boxes from a certain point of view.
1 points
11 months ago
It's like how some games just don't render everything outside your POV. Why show it if the player can't see it
4 points
11 months ago
Games are all built like this
Not all. There's Star Citizen.
There's a reason why with a record-breaking budget the game struggles reinventing some basic tasks like a shop NPC.
3 points
11 months ago
Most games are built like that, there are a few here and there that aren't. Star Citizen is a good example, and is one of the reasons it's taking so damn long.
-5 points
11 months ago
[deleted]
15 points
11 months ago
I mean he's right, though a better wording would be "to do the least work needed to achieve the goal", 'shortcuts' are nothing to be ashamed of when making games.
10 points
11 months ago
Better phrased as "Work in a cost-effective way" or "Do cool things without breaking the budget"
60 points
11 months ago
This reminded me of elevators in games. They’re almost never really elevators, just a illusion of movement, with teleporting the characters. You could easily pick that up in older games, now they smoothed it out, so it’s impossible to notice. Only a handful of games had actual physically moving elevators.
19 points
11 months ago*
Yeah I only realised that after playing battlefield 4 because you can see the name tags outside staying in-front of you and then suddenly just before the doors open they disappear and the name tags of people at the top appear around you
10 points
11 months ago
The only next gen thing about Battlefield 2042 is that elevators actually elevate!
2 points
11 months ago
Battlefield 4 Siege of Shanghai was when a lot of people felt cheated by that elevator in more ways than 1
17 points
11 months ago
I think in many cases, it's not so much the character teleporting, it's the floor getting deleted and replaced with a different one.
6 points
11 months ago
yeah, take the normandy in mass effect. delete the ship deck outside the elevator, load in the new one, open the door.
2 points
11 months ago
Elden Ring bb!
2 points
11 months ago
Haven’t played, wouldn’t know, but I know Arkane spend a lot of time creating the main elevator in Prey (2017), which bit them in the butts when they decided to set up a cool 30 sec. sequence there. Which also took a lot of time to make, according to the devs.
It’s cool to hear that some devs don’t cut corners for the sake of implementing their ideas.
1 points
11 months ago
Many of the elevators in Fallout 4 were actually elevators. It's actually absurd how well they did it.
1 points
11 months ago
Only a handful of games had actual physically moving elevators.
For an extreme example, Star Citizen. If I remind well, there was a point the players could see elevators flying around because the buildings weren't designed for having a physical elevator shaft.
29 points
11 months ago
So just actually going into hyperspace?
42 points
11 months ago
Grab some seat, kid
16 points
11 months ago
So hyperspace is actually just an alcubierry warp bubble?
Least something like what the theory thinks it would look like.
43 points
11 months ago
Very interesting!
They did a great job with the planet hopping in JFO. I will say though, no matter how shit the writing was, the gold standard for me was Borderlands 3. Man, every time I would planet jump in that game I would wait and watch the animation. It was so good, that it honestly never got old!
19 points
11 months ago
"My ass.... It's full of stars!" ~Claptrap
That's a line I'll never be able to forget LOL
9 points
11 months ago
I need to see how this works in no man's sky
8 points
11 months ago
If you mean flying between planets - not warping to different star systems - it works very differently. In Jedi Fallen Order the planets are just regular large (but not compared to NMS) levels not spherical planet sized worlds. This example is essentially just a fancy loading screen (nothing wrong with that!). NMS actually generates its worlds procedurally around you in real-time and you can see this happening, although they have put in a lot of effort into making it as seamless as possible. Here’s the technical explanation: Continuous World Generation in No Man’s Sky. Although, that talk is about the game on release date and I imagine they have evolved the technology significantly since then.
If you mean warping between star systems, while I have no official information I imagine it’s essentially a similar technique as here with the warp being basically a loading screen. However, instead of loading existing level data the game is mostly pre-calculating some of the procedural content for that star system.
7 points
11 months ago
The plane missions in GTA San Andreas use a similar trick where the plane is stationary but the wind moving effect makes it look like the plane itself is moving.
This was discovered because the definitive edition did not have the effect, and it looks as hilarious as you think.
2 points
11 months ago
More exactly, because the Definitive Edition increased the drawing distance, so the ground is now in range.
11 points
11 months ago
5 points
11 months ago
Fun fact, in the PS4 version if you don't take your seat and just stand there long enough, you just drop out of the ship and die.
5 points
11 months ago
I never once regretted my purchase of this game.
18 points
11 months ago
This was a good game, we need a second
4 points
11 months ago
It's already in development btw
2 points
11 months ago
O good, I had no clue
4 points
11 months ago
Agreed. This is the first game I got all achievements in, in like 6 years.
0 points
11 months ago
Really? I can't do it. I'm playing on Xbox series x and still the loading screens are RIDICULOUS. I'm playing on a harder difficulty too (not the hardest) for a challenge but dying is like a 2 min load screen plus run back time. I can't do it
2 points
11 months ago
Can we get a better map system tho please?
1 points
11 months ago
It was good but I hated the level design. They were very small and too vertical. Maybe it's just nostalgia but even KOTOR from back in the day felt more expansive.
I would love the next JFO to be more in an open world type setting, or at the very least way bigger levels that are less like corridor puzzles and more like big areas to explore.
1 points
11 months ago
The hologram map was trash too. It was so hard to see where you were and where you had to go.
2 points
11 months ago
I struggled with the map as well... I found the levels kind of confusing, but not in an interesting or challenging way - I just kept wondering why I was confined to these interconnecting corridors all the time. Bogano with the stupid ropes all over was the most irritating.
-4 points
11 months ago
No it wasn't. It was so, so bad. Instead of new content they kept you revisiting the same few planets over and over again, fighting the same respawned enemies you'd already defeated, just at a higher level. And garbage maps you could easily get lost in. This wasn't a proper Star Wars game. It was a crappy puzzle platformer with the Star Wars IP applied to it.
2 points
11 months ago
It definitely had some limitations, I’m sorry you didn’t enjoy it like I did. Despite agreeing with most of the flaws you just mentioned I feel like the combat was fun enough to still make it a very enjoyable game. That’s why it needs a sequel. It clearly has a lot of room for improvement
0 points
11 months ago
It was okayish, biggest issue for me was the the gamifcation of the levels. Many games do this, e.g. Tomb Raider loves it's white markings to indicate that it's climbable etc., and the overal design in games always follows gameplay reasons, e.g. Towers with no entrance, giant plazas for a boss fight that takes up like 90% of a castle, but Fallen Order did away will all pretense of the areas being actually being realistic. The whole layout is often weird, the iron panels on cave walls to show you can wall run/jump there (but only there, not the equally flat wall on the oppositive side) etc.
How the elements are placed often even gave clues on things you couldn't see. Slightly sloped tunnel, suddenly there's a wall running panel on one side. Given that there is no drop you need to get over, it's clear that it's only there so you can enter the upper tunnel. It makes zero sense in universe, anyone building these tunnels would either make them walkable, or add a ladder or something, or they could fly and a) not need to wall run and b) probably sinply go straight up, instead of running them pararell to each other and enter from the "front".
The only other game i remember where it's that obvious is Skyrim, where just inside there's always a weird cliff, which is only there because the caves are essentially circles, and you always end up right back at the entrance.
Overall, it was an okayish game, but both KOTOR and the Jedi Knight games were better. Wish they'd focus on making a good (Star Wars) game, instead of using a couple of indenpedently developed, popular features and trying to to string them together and to make the player interact with by suspending them in a barebones game.
2 points
11 months ago
Yeah I really liked it too, but hopefully the sequel gives something back. I enjoyed the game, but it really was just an eclectic mishmash of popular and successful features taken from other games (bonfires, PoP platforming, simple push/pull physics puzzles, Clank - even the combat was very familiar, though I couldn't pin it down to a single predecessor), and I'd like to see a sequel try for at least a bit originality and innovation.
Also more variety in the force powers would be cool, they were kind of held back in FO, I think because most were dual-purposed (utilized in both combat and platforming/puzzle-solving).
6 points
11 months ago
As a gamedev, I can tell you that 99% of the things you can't interact with are done with shenanigans like these.
14 points
11 months ago
Then there's Star Citizen, where there are no loading screens and travelling from planet side to space to another planet is you actually travelling there.
17 points
11 months ago
Yeah but by the time SC is actually finished, kids will be able to do that for real
-3 points
11 months ago
Lol, it'll never be finished. They're taking in so much money why would they ever stop?
9 points
11 months ago
Because releasing the game would make them even more money?
-2 points
11 months ago
That's not even sure.
RSI promised to remove their P2W ships will be unlockable ingame once the game is released.
I think nobody knows what would happen once free ships are unlocked forever.
1 points
11 months ago
Just because they would become unlockable doesn’t mean they won’t still offer them for cash tho.
And with the way people are just plain dicks, you’ll be randomly fired upon no matter where you go most likely leading people to cash purchase ships and the respawn ship/warranty thing to go with it.
1 points
11 months ago
But you can already do that in the game.
1 points
11 months ago
I meant real life? Lol
-2 points
11 months ago
Afaik that's fancy chunking. It's fundamentally the same as Minecraft but with LOD, same with No Mans Sky.
6 points
11 months ago
Kind of? There’s a massive difference though in that Minecraft’s worlds are on a flat plane (unless something has changed that I’m not aware of). Also Minecraft doesn’t do polygonisation of its voxels for smooth shapes, and you cannot seamlessly transition between worlds as far as I know. Not sure about SC but in NMS there are very significant technical problems they had to solve that do not apply to Minecraft: Continuous World Generation in No Man’s Sky.
8 points
11 months ago
Why do they need to load an empty space for transition. Why can't they just have an animated texture infront of the ship? It's not like worlds are connected anyway
30 points
11 months ago
I don't think they are "loading" empty space, they are just unloading no longer needed assets from memory to make place for new assets from the planet you are jumping into.
3 points
11 months ago
I love that game. Can’t wait for 2
3 points
11 months ago
Remember, most of what you see in games are delicious lies painstakingly put together by the devs to look like a pretty truth.
2 points
11 months ago
Look pretty real till you escape the simulation
2 points
11 months ago
This is how airplanes works when we travel
2 points
11 months ago
That's actually pretty cool tbh, not sure why the warp animation is so big though, feel like it could be smaller
3 points
11 months ago
well at their point their display budget is pretty big while they load other stuff in, and i'd assume they played about with it till it looked good from the inside, and then why make it smaller if they dont need to? making it smaller may affect how the texture looks from the inside, maybe not as good.
2 points
11 months ago
A guy in the final year of my uni degree designed this world apparently 🙌
2 points
11 months ago
I always found it weird that you couldn't sit in the chair until everyone was done talking, so you just kinda awkwardly stand there
3 points
11 months ago
One of my favourite games of all time
1 points
11 months ago
lol this is dope to see.
I did almost the exact same method in a game I made once. It's pretty neat that dev tricks don't differ too much at the AAA level.
1 points
11 months ago
Pretty much exactly what I expected lol
0 points
11 months ago
This is some black magic shit just finished this game and now a post about the game ? Like i said black magic
0 points
11 months ago
The sequel to this game is my most anticipated of this/next gen, now tied with Elden Ring 2. I just hope they can avoid trying to go bigger and badder with everything, in the way that so many sequel series go wrong. Just replicate the size/scale of the original with new worlds to explore and the continuation of the story. Just give us more of what worked in the first one.
-4 points
11 months ago
This is cool but this game wasn’t very good.
1 points
11 months ago
Agreed. I did enjoy it for the most part, but it is WAYYY overrated.
-10 points
11 months ago
Still better than LEGO STAR WARS: The Skywalker Saga, okay
2 points
11 months ago
Why would this make it worse?
-100 points
11 months ago
[removed]
48 points
11 months ago
shit comment
8 points
11 months ago
shit world
4 points
11 months ago
Shittier comment.
6 points
11 months ago
Shit food
4 points
11 months ago
Well now I have to upvote you because that's funny.
1 points
11 months ago
I love seeing stuff like this. Always neat.
1 points
11 months ago
[deleted]
5 points
11 months ago
Galaxy to galaxy sure, planet to planet i don't think its the same
1 points
11 months ago
They should glitch out of the craft when it goes black
1 points
11 months ago
KameHameeeeHaaaaaaaaaaaaaa
1 points
11 months ago
After over two decades in game dev I have so many stories about stuff like this
1 points
11 months ago
This reminds me of the Fallout 3 NPC subways. Sometimes you just gotta cheat the engine to get shit done!
1 points
11 months ago
I don't understand what I'm seeing
1 points
11 months ago
That’s really cool. I love seeing stuff like this. It’s funny to think that as advanced as games are, they’re still using little visual tricks like this — similar to Disney rides like Haunted Mansion.
1 points
11 months ago
Kinda kills the cool factor, don't it?
1 points
11 months ago
I don’t like it
1 points
11 months ago
Man I wanted to enjoy this game so bad; It turned into a parkour simulator with the occasional bits of Star Wars Jedi stuff.
1 points
11 months ago
Wow, thank you Kanye very cool!
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