Splash DamageBlogFirst Brink Developer Diary Released
Splash Damage Blog
First Brink Developer Diary Released
Submitted by badman on Mon, 10/12/2009 - 11:16
In a conspicuous feat of timing in light of Brink's demonstration at QuakeCon 2009 later today, our first ever developer diary has just been released over on Bethesda's Blog. In this inaugural installment, Brink Game Director Paul 'Locki' Wedgwood explains the thinking behind some of the big concepts in the game, including blurring the lines between single and multiplayer, the SMART system, and Brink's unique art style and setting. Point your input device of choice here to get reading.
Also, as noted by Paul, this diary is the first in a series - please let us know in the comments what you want to hear about in the next diary.
68 Comments
Shiv
Read article, saved pic, going to bed :D
thanks bad!
hope to see a vid in the mornin :P
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Posted on 14 August, 2009 - 17:21
engiebenjy
Good article, and locki was indeed wrong to be worried about the art direction - from what i have seen in screenshots the style is brilliant!
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Posted on 14 August, 2009 - 20:12
Joe999
can you talk more about the character customization? i always thought that people would like to have avatars that look cool. some of the characters in brink have much too small heads in my opinion. with their big body and small heads they look kinda stupid. especially zippy. tbh i'd never want to play with him. what possibilities are there?
also: each dev diary should come with at least two new screenshots!
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Posted on 14 August, 2009 - 21:01
DarkangelUK
This is usually an after thought for every game, yet seemed to be amazingly embraced in Halo 3 and other console games.. but will demo playback/control and video recording be more user friendly and more indepthly implemented?
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Posted on 14 August, 2009 - 21:29
Wussie
I, too would be interested in hearing about this.
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Posted on 14 August, 2009 - 21:35
engiebenjy
I have just watched some footage of player movement, a question would be during these "smart" movement moments (which i think look silky smooth much like mirrors edge) can you fire your weapon? or reload your weapon or anything like this?
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Posted on 14 August, 2009 - 21:41
Bezzy
At the risk of getting slapped by our friendly PR department, I'm going to answer this right now.
Yes. Yes you goddamn can.
From very early on starting here, I drew a line in the sand: fluid movement is there to support gunplay, not to interrupt it.
This tweet from someone watching the demo hopefully reinforces the point:
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Posted on 14 August, 2009 - 21:44
deadlights
nice! this is fucking exciting!
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Posted on 14 August, 2009 - 21:59
engiebenjy
Brilliant! I can see myself trying to "slide frag" :wink:
Another question i thought of, the sidemissions such as interrogating someone - are these always in the same spot? so you would always know where the guy to interrogate will be?
also if you get some intel, how would this help the team? would it act like the radar in etqw and add the enemy positions to the map?
also :wink: if you were playing offline and did this interrogation would it do anything for the team?
:eek:
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Posted on 14 August, 2009 - 22:05
Wussie
what about leaning during SMART movement? :o
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Posted on 14 August, 2009 - 22:08
RosOne
When does the beta start? :o
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Posted on 14 August, 2009 - 22:55
DarkangelUK
You didn't get your invite? I'm actually quite bored of Brink now, don't want to play it any more.. im over-awesomed out.
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Posted on 15 August, 2009 - 00:21
Bongoboy
All the sidemissions are dynamically generated by the gameplay itself, not pre-scripted. For example, if you got downed by the enemy team, and you decide you'd rather wait for a Medic to revive you than respawn in the next respawn wave, then Medics on your team will get a mission and waypoint to revive you. But enemy Operatives will get a mission to come and interrogate you. Hilarity ensues.
In fact if you just keep checking your mission wheel (which is up on the D-pad at the moment if you're using a console controller) throughout the game, you'll see the recommended mission keeps changing, based on what the most useful thing you can do for your team at that precise moment. Maybe you need to do the primary objective, or support someone who is. Maybe you need to change class to do the primary objective. Maybe there's a sidemission with a very brief window of opportunity, like interrogation if you're an Operative, or reviving if you're a Medic. But the more team-helpful a deed you do, the more XP you'll get.
How does the intel gained from an interrogation help the team? We're trying out a few things, we'll get back to you on that one but you're definitely thinking along the right lines.
And playing offline? Sure. It doesn't matter whether you're online or offline, whether the players are live and actual factual meat people or AI controlled players or you started playing that map as part of your Resistance or Security campaign storyline or buddies joined you to make it a Co-Op game, or it's a pure competitive multiplayer match, it's all the same game. Do good things for your team (and the game will always suggest the most team-helpy things you can do), and we'll shower you with XP.
Hope that answers your question : )
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Posted on 15 August, 2009 - 02:26
Nail
full of wonder and awe, I is
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Posted on 15 August, 2009 - 02:35
SockDog
Not sure about others but I found the stop, select mission, go in ETQW an unnecessary distraction. Especially so when I could play the game as/more effectively by ignoring it (HUD indicators being more informative and less intrusive).
Is there consideration for this or at least equal rewards for players that do the right thing but without selecting it on a mission wheel? (I'm embarrassed to say I'm not sure if ETQW rewarded bonus xp for completing selected missions over available ones).
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Posted on 15 August, 2009 - 04:16
Rahdo
You'll still be earning XP whether you use the wheel or not, don't worry. :) But, the wheel serves one other very important purpose... by using it to "give yourself missions", you're also automatically communicating with your teammates (and in some cases, the enemy) about what you're doing. So it can still be a real boon to the overall game if you take a second to declare what your up to. And in some cases, doing this can create new missions for others.
For example, if you're an engineer and you use the wheel to set "repair the crane" as your primary objective, you've basically just made yourself an MVP (because that crane *needs* to be repaired. Other classes now get new objectives to support you with their abilities. And if they choose to do so by using their wheel, you'll hear VO from them letting you know they're going to help you.
The game works great without all of this, of course, but with it running, it just helps make teamwork that much smoother... :-)
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Posted on 15 August, 2009 - 09:18
acidrain
Sounds pretty much exactly like the ETQW mission system. Correct?
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Posted on 15 August, 2009 - 09:40
SockDog
It has some clear advantages to be sure but I still wonder if it is breaking the pace by forcing you to stop, read multiple missions, select, then get back to the game. If you're a newbie you probably just want to play and do whatever the game selects as the best mission for you, if you're familiar with the game you probably want to bypass the interruption. Perhaps it's just me though.
I wonder how it would work if you pressed a key and the missions appeared as icons on your HUD. Closest icon to your crosshair is selected as your mission. That way you can still be moving shooting and heading to a mission then declare your intentions when there is a quiet moment.
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Posted on 15 August, 2009 - 09:44
Rahdo
There's another way to use the wheel. You can tap the wheel button instead of hold it. This makes the "most important thing you can be doing at the moment" be the mission you take... the wheel doesn't even come up... the GUI just flashes to tell you what the new objective is. So it's nice for newbs who don't want to have to make decisions about stuff they don't necessarily understand, but it also works for experienced players too. If you're a medic and you're going to revive someone, if you tap the wheel, the person to revive we tell you about will be the nearest teammate who is critical to winning the match (i.e. an incapacitated engineer when the core objective needs to be repaired), saving you the trouble of eyeballing everyone.
But again, in the heat of battle, if you see a man down, just go ahead and revive him. No need for the wheel if it slows you down. I tend to think of the wheel as having two uses:
--during a "quiet moment" (not that it ever lasts long :) ) when you want to stop and think for a second, get yourself into a hidey hole and bring up the wheel to get a real idea of what's going on in the big picture.
--after you've just finished doing something, if there's nothing immediately apparent to you that needs doing, but you want to keep moving, just tap the button and we'll recommend the best thing you can be doing for the team.
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Posted on 15 August, 2009 - 09:59
SockDog
Neat thanks
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Posted on 15 August, 2009 - 10:00
tokamak
So you got a short window of time in which you have to decide whether you tap out or remain lying on the floor? It would be a bit lame to tap right out before the operative reaches you.
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Posted on 15 August, 2009 - 10:19
Rahdo
Operatives gotta be fast! Might I suggest the quick acrobatic body type? :)
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Posted on 15 August, 2009 - 10:33
SockDog
Not even the acrobatic body type can beat a tap out fiend. :)
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Posted on 15 August, 2009 - 10:40
Florisjuh
But in ET:QW tap outs weren't really tap outs in the classical sense, you could tap out but you'd still need to wait for the respawn timer to reach zero. They could even keep the character who's being interrogated alive during the process while the actual player has already respawned :P
Further on the mission system - in ET:QW you sometimes got extra XP bonuses by using the mission system, which was kinda unfair towards the people who just wanted to play the game and just help the team , considering they'd get less XP. Will Brink reward players with the same XP no matter if they have the mission selected or not?
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Posted on 15 August, 2009 - 10:52
DarkangelUK
Does that mean /kill has been removed to ensure the Operative has a fair chance of getting to the downed player before he hits the next spawn wave?
I suppose a good idea would be atleast not being able to /kill when downed.
This brings a whole new gameplay twist, rather than gibbing downed enemies so they can't be revived, you'll be gibbing downed team mates so they can't be interrogated :D
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Posted on 15 August, 2009 - 11:28
Bezzy
Yes, that issue of push and pull on whether you should gib downed players or not swings back and forth as we add things in play tests. Sometimes people gib everyone, sometimes no-one gibs anyone.
At first it was a waste of ammo, so no-one did, and then everyone got the hang of revives, so everyone gibbed everyone, and then there was something thing you could do to downed enemies as one of the classes, so only THAT class didn't gib enemies, and then it became cheaper to finish enemies off... back and forth with this every time we do a "death gameplay" mechanic.
It's possibly the most finely balanced aspect of the game, and one we're watching carefully.
Cost of gibbing enemies to you and your team ~= cost of NOT gibbing enemies to you and your team.
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Posted on 15 August, 2009 - 14:09
engiebenjy
Yeah I dont like the idea of this, I can see people being gibbed by a teammate just before a medic appears and some angry players :eek:
...well more angry than normal :wink:
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Posted on 15 August, 2009 - 18:38
tokamak
Surely a big bloke tends to get information out of you much quicker?
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Posted on 15 August, 2009 - 23:39
Nail
a little guy with a taser is just as effective
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Posted on 16 August, 2009 - 00:27
tokamak
A little guy doesn't have the psychological advantage of being a scary big brute. I know the philosophy is to let gamers sort it out themselves but surely it's a neat in both the fluff and gameplay to let scary big guys interrogate players faster.
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Posted on 16 August, 2009 - 01:04
10chankc2
Maybe the game could decide whether to give a mission to a medic to revive the team mate if hes close enough but if hes far away a operator gets a mission to eliminate him and bonus points for eliminating the enemy operator.
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Posted on 16 August, 2009 - 02:38
darthmob
First of all keep the information coming! It's great to have so much talk at such an early state in the game's development. :)
What I would like to hear about is the connection between character customization and class selection. So far it's known that you can customize the looks of your character without having a real effect on the gameplay and select from three bodytypes that do make a difference. Is it possible to customize the loadout of your character as well? Eg. can you select favorite weapons and tools? If you can, what effect does the class selection have on that loadout?
Eg. if you play a heavy character with your favorite big gun and you select a specific class would you simply get defibs / a cutting torch / spytools as the class specific gear in addition to the customized loadout?
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Posted on 16 August, 2009 - 03:24
Nail
in the gameplay shown, you use a taser type device to interrogate. I don't believe there is any actual word play
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Posted on 16 August, 2009 - 04:02
SockDog
Actually, saying that I wonder if you're down and being shocked whether you could attach a mechanic to delay the interrogator. Dare I say mini-game?
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Posted on 16 August, 2009 - 08:07
tokamak
Yes! A big guy not saying anything is even more scary!
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Posted on 16 August, 2009 - 10:53
Nail
big guys don't scare me, and I'm 145 lbs, 5 10"
everyone is equal at 800+ meters
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Posted on 16 August, 2009 - 18:10
Slade05
I always forget to ask: is there any blood in Brink? Gore? Flesh showers after midair rocket?
Telefrags?!
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Posted on 16 August, 2009 - 20:11
Rahdo
We (and Bethesda) haven't decided yet what rating the game is going for yet, so not sure. However, a game that heavily features incapacitation and revivals on the battlefield doesn't necessarily lend itself to heavy gore... :)
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Posted on 16 August, 2009 - 21:58
Rahdo
Actually, that info's being held back at the moment to roll out as part of a big story about how our character advancement works. Good questions though! You should know more soon :)
Same is true for more info about how abilities like interrogation work...
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Posted on 16 August, 2009 - 22:00
Slade05
Well, ETQW looked really strange with all those huge explosions, scary aliens making FOOD(stroyent was more like universal life sustaining resource but what the hell) and SPARE PARTS of humans and alien engineer(actually former human) having his skull RIPPED OPEN and brain completely EXPOSED, yet without a single trace of blood, not even mentioning any gore.
I`m just afraid that same issue will arise in Brink, since SD art personnel has clearly shown it`s capacity for quite detailed gritty settings and characters... :(
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Posted on 16 August, 2009 - 22:34
tokamak
I assume SD or their publisher was aiming for a Rated 'T' indeed. A bit of a shame as it definitely didn't do justice to the theme of cyborg zombies coming to harvest humanity.
I know I'm just being an arm chair producer here, but I would seriously look at how my target audience matched the rating I wanted for my game.
And even then, I don't really care, in the Netherlands we don't give a damn about ratings, my six year old nephew could go out and buy ETQW if he wanted to.
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Posted on 16 August, 2009 - 22:52
Slade05
And in the end game turned out to bee too complex for such audiences, and lack of prolonged tutorial or at least narrator didn`t help.
Shame, really, I hope SD learned this lesson.
Kinda makes you feel nostalgic about DooM times, when the more blood developer put in game, the better it was, and nobody felt afraid of walls of text in readme. :D
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Posted on 16 August, 2009 - 23:11
Florisjuh
And to see an R rated movie in the cinema I have to bring identification :\
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Posted on 16 August, 2009 - 23:22
tokamak
It's ridiculous! My younger brother wasn't allowed to see Troy (TROY of all movie? Why? Only because of Brad Pitt's naked ass?) because he couldn't identify himself. It's just weird.
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Posted on 16 August, 2009 - 23:30
Rahdo
The theme of the game is actually a fairly important factor for me personally. You've got to remember, the fact that a civil war has broken out on the Ark is literally a tragedy... blue & grey, brother fighting brother type stuff. It's also bitterly ironic, considering the lofty, high minded ideals Ark was founded on. It's in no one's best interest to be killing each other, and both sides of the conflict have only taken up arms because they feel they have no other choice.
The themes present in the narrative of the game are all about how they do have a choice, and they have to look beyond their personal point of view if they really want to solve the problems they all face as a shared community.
Sorry, started going off on a bit of a theme rant there :o Anyway, I just meant to say that considering the setting of the game and the origins of the violence, it doesn't necessarily fit the theme of the game to have lots of really overt gore for the 'fun of it'. The leader of the resistance was actually originally a medic; the leader of the security faction is an engineer. Neither of them are born soldiers. Neither of them want the bloodshed to continue or to wade in the entrails of their enemies.
Oops, I'm starting it again. Anyway, we'll see how it works out... :)
p.s. The most important thing, though, is of course to make a game that's tons of fun to play. :stroggbanana:
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Posted on 16 August, 2009 - 23:40
Slade05
If memory serves right, in Troy one man gets tied to charriot and then drawn on the loooong road; I doubt this is appropriate for young fellas.
By the by, which rating Lord of the Rings had? There were bloody battles and decapitations for sure.
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Posted on 16 August, 2009 - 23:48
SockDog
Nice touch with the medic/engie, looking forward to the story. I like that I still pick up new bits of info while play L4D.
I think the calls for blood/gore though is more a scale of expectation, art direction?
On one side: A-Team - Stupidly no gore, blood and an "uncanny valley" effect as a result (ETQW kinda felt this way at times)
On the other: Saving Private Ryan - Dramatic realism (and probably ill fitting with Brink)
For me, a happy middle ground. Some blood, because people bleed when shot and some nice ragdoll type reaction. Gibs would be nice for when you make an incapacitated person a dead one.
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Posted on 17 August, 2009 - 04:51
10chankc2
Call of duty 4 had a decent balance of violence. Just a small burst of blood.
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Posted on 17 August, 2009 - 05:51
Nail
gibs from gibbing yes, ragdoll and blood no, I've seen enough real blood to last me a couple lifetimes
afaik, A-Team never actually killed anyone, they always surrendered even after having car/truck/building blown to pieces, they only "killed" inanimate objects
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Posted on 17 August, 2009 - 06:31
tokamak
Well I definitely think gore should fit the theme. Over the top gore like in TF2 or UT3 clearly doesn't match the game. But absolutely no blood at all equally detracts from the 'tragedy' theme. If you want tragic gore, look at Raven Shield, small patterns of blood on the wall in the direction the bullet went trough the boody, puddles of blood slowly gathering underneath a fallen body etc, no need for gibs at all.
And yes, the overall story line is very interesting indeed. The Ark basically represents the entire earth on a small scale in the scenario that large parts become inhabitable.
That was a dead corpse and was one of the rare points the movie stayed true to the old texts.
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Posted on 17 August, 2009 - 11:39
darthmob
Nice I'm looking forward to it!
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Posted on 17 August, 2009 - 13:21
Slade05
Yeye, RVS style! But then you REALLY need Bill Brown.
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Posted on 17 August, 2009 - 20:38
SockDog
Fair enough, I think we can all agree we'll have different ideas of appropriateness of it. It is of course easier to include, then optionally switch it off or reduce (satisfying many) than not have it all all and have people feel the game is lacking.
A-Team. Entirely my point, everyone remembers how ridiculous the show was in this regard.
I think the phrase I'm looking for is "Conspicuous by its absence".
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Posted on 18 August, 2009 - 03:15
shirosae
I wanna rant too!
I've had mixed feelings about the theme/narrative stuff you've been talking about so far.
First, the negative: I hate cutscenes. I'm wary of this cutscenes during maploads idea.
Imagine that when your map loads, a disembodied voice says "Your gameplay is important and may be recorded for training purposes. You are in a queue. Please wait until one of our operatives are available to help you. Your gameplay is important and may be recorded..." etc. This is what cutscenes are like to me.
Skip/turn off/mute buttons, please. If I am to be forced to watch something during mapload (other than a progress bar), tactical information is about the only thing that doesn't grate on the nerves.
Positives: I really like the way you've been talking about the use of juxtaposition. It's the old writing adage - show, don't tell.
There was a map I was making for ETQW, that I probably won't get a chance to finish because other life-stuff™ has come up.
The story was that the humans wanted to pull the Strogg fleet away from the Applied Phlebtonium Atmospheric EMP Voodoo Machine in New Zealand, and so decided to broadcast everything they've discovered about the Strogg as loudly and for as long as they possibly could into space using the Arecibo Observatory.
The Strogg would need to assault the facility from the North, break through the frontline defence, build a short-range slipgate, and then destroy the actual transmitting equipment aboard the cradle.
Through the map, you'd see stuff like the Angel Ramos visitor centre with battle-damage, burning and smoking, but still with "OBSERVATARIO DE ARECIBO" written on the side.
I was never going to beat people about the face with a 20-minute long codec conversation, but people who knew a little history would realise that the telescope was built around the time that humans were quite eagerly looking for extra-terrestrial intelligence, and was first opened by firing off a message into space towards any aliens who might be listening.
This time the humans would be using the facility in the same way, but for entirely different reasons and in a vastly different situation. At the same time, the visuals of all that stuff built during a much more innocent and hopeful period was a pretty good juxtaposition, I thought. lol games r art etc
I remember something Locki (I think?) said, which was that a cool idea is a cool idea, but is useless without the effort put into making it work. I consider theme to be very similar, in that it's the kind of thing that can make a great game transcendent, but is utterly, utterly worthless without the actual game there to work off.
On topic ragdoll stuff:
There's nothing quite as useful for immersion as seeing your enemies blown halfway through a solid wall, or with their own leg sticking out of their chest.
I have an idea, though. From the current description of SMART, it seems likely that the character models have a load of IK going on, right?
If that's the case, why not add a little ragdoll to living players? Make character models recoil *slightly* from hits, to act as another visual hit feedback. With a little pervasive ragdoll everywhere, you really don't need ridiculous helium-corpses screwing up revives.
Note: I am not talking about kickback from taking hits like in Quake Live, that stuff can go die in a fire.
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Posted on 18 August, 2009 - 15:39
Exedore
This is planned, and personally, I'll be considering ritualistic suicide if we somehow can't include it.
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Posted on 18 August, 2009 - 15:44
shirosae
<3 Marry me.
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Posted on 18 August, 2009 - 15:58
Florisjuh
In my opinion the game doesn't need blood or extreme gore but ragdolls have always been a nice feature in games like CS:S, even though after a while I disabled them because I'm an FPS junky :)
Don't insult badman please :(
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Posted on 18 August, 2009 - 17:49
badman
Niice. :P
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Posted on 18 August, 2009 - 18:36
shibbyuk
Here's my suggestion... voice recognition. Imagine just having to say "mission... 4" into your mic. This would allow you to have full control over your character as normal while viewing/selecting missions. Of course, this wouldn't apply if you dont have a mic or you use your mic for VOIP. But the last thing you want is to not be able to run away quickly if someone starts shooting at you while you're looking at missions etc.
With VOIP turned off as default, you could even use voice recognition as a means of selecting voice chats.
I'm sure it'd be very... er... easy to just pop that feature in, no? ;)
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Posted on 20 August, 2009 - 11:43
Nail
and how many languages would you consider enough, and the translation would be done how ?
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Posted on 20 August, 2009 - 17:07
shibbyuk
However many languages the game is already going to support.
What translation?
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Posted on 20 August, 2009 - 17:15
Nail
if you're using voice recognition, the game has to understand what you're saying, even in one language you have regional dialects ie: the difference between American English and Irish English is huge, not a job I'd like to undertake
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Posted on 20 August, 2009 - 17:28
DarkangelUK
"Git yer erse oer there an malkie that dobber!"
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Posted on 20 August, 2009 - 17:29
shibbyuk
Ah ok, dialects. Yes this is always going to be an issue with voice recognition, but we're potentially only talking about a few different commands here, so using a trained voice recognition method is a possibility. e.g. "mission" or "vchat" followed by numbers "0-9" is all you'd need to teach it.
Of course, I'm under no great illusion that this feature suggestion will actually be picked up!
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Posted on 20 August, 2009 - 17:35
Zhou Yu
I'm sorry, you want a voice command to do voice-chat commands? You are literally planning to say out loud V54?
I worry that this may be slightly circuitous thinking.
(Otherwise, voice commands are a lot of effort to implement if you are covering different dialogs and accents.)
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Posted on 20 August, 2009 - 18:56
Nail
hmmm, I remember a C64 game called Echelon that used voice commands 20 years ago
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Posted on 20 August, 2009 - 22:50
shibbyuk
imho, that makes Echelon forward-thinking rather than this backward-thinking.
The point is, we don't want VOIP because we don't want people to be able to publically abuse people. We also want a mission wheel that doesn't interfere with your control. These are the problems that have led to this idea. But yes, I concede, it would be awkward to implement, unless it required training and so this probably wouldn't get well used.
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Posted on 21 August, 2009 - 17:09
Nail
sorry, I should have elaborated more, I mentioned it because it seems to me voice recognition wouldn't have a very large footprint, heck, most phones have fairly good VR. But I can't see where it would be any better in game than binds. Class scripts and 5 button mouse should cover most needs
I did think of a way to overcome the language barriers by doing it the same as phones where you assign a name(sound) to a number, every one can assign word to task, extra security to stop "little brother" from playing on your account
:wink:
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Posted on 21 August, 2009 - 21:02
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