choas
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You're assuming the game in question already had character customization in place.
I mean, if it doesn't then it's just adding to the model.
Django from Boktai had a scarf. I doubt it was difficult to add.
Even then, it becomes a problem of adding a gear system at all and a scarf is pretty irrelevant.
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TL;DR: It’s not just another piece of gear.
Yes it is. It's identical to adding a cape.
TL;DR: skill issue
I didn't think I'd have to point out that adding a cape is a similar pain in the ass. Dynamic objects like scarves and capes are not the same as a shirt. If your character framework isn't set up for them from the start, implementing them is not as simple as "just plop it in there bruh".
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I didn't think I'd have to point out that adding a cape is a similar pain in the ass. Dynamic objects like scarves and capes are not the same as a shirt. If your character framework isn't set up for them from the start, implementing them is not as simple as "just plop it in there bruh".
I didn’t think I’d have to point out that adding a cape is a similar pain in the ass.
Yeah, skill issue.
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I didn’t think I’d have to point out that adding a cape is a similar pain in the ass.
Yeah, skill issue.
Right. Go add capes that aren't just rigged to the existing skeleton to Jedi Outcast or Morrowind, then come back and tell me how easy it was.
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Right. Go add capes that aren't just rigged to the existing skeleton to Jedi Outcast or Morrowind, then come back and tell me how easy it was.
wrote on last edited by [email protected]Already done.
Soft-body physics aren't hard.
In fact, I challenge you to do it yourself so you can see exactly how easy it is.
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Already done.
Soft-body physics aren't hard.
In fact, I challenge you to do it yourself so you can see exactly how easy it is.
Took you three minutes to implement soft body physics in the Quake 3 engine, huh? Show your work.
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Alt text: In the 60s, Marvin Minsky assigned a couple of undergrads to spend the summer programming a computer to use a camera to identify objects in a scene. He figured they'd have the problem solved by the end of the summer. Half a century later, we're still working on it.
Edit: seems I'm the third person to comment this! :')
I love how this is actually an example of progress. These days, ML can be used for this kinda thing and it's not too bad at it even.
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Alt text: In the 60s, Marvin Minsky assigned a couple of undergrads to spend the summer programming a computer to use a camera to identify objects in a scene. He figured they'd have the problem solved by the end of the summer. Half a century later, we're still working on it.
Edit: seems I'm the third person to comment this! :')
https://code.flickr.net/2014/10/20/introducing-flickr-park-or-bird/
This page about it still exists, but I guess the identification site died with Flickr.
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Legend of Zelda did it well.
Honestly, I think a major issue with doors is that they just slow down gameplay.
It's like coming across a ladder only every building has one.
Almost all game-slowing doors are just hidden loading screen baked into the gameplay.
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Took you three minutes to implement soft body physics in the Quake 3 engine, huh? Show your work.
Why are you mentioning the Quake 3 engine?
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Why are you mentioning the Quake 3 engine?
wrote on last edited by [email protected]Cause that was the task. Add soft body physics to Jedi Outcast, which is running on a modified Quake 3 Arena engine. Or create a new animation rig and redo all of the character animations. And you did it in three minutes. So show your work.
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Cause that was the task. Add soft body physics to Jedi Outcast, which is running on a modified Quake 3 Arena engine. Or create a new animation rig and redo all of the character animations. And you did it in three minutes. So show your work.
Where is it mentioned that is that task?
Also, where are you getting 3 minutes from?
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Where is it mentioned that is that task?
Also, where are you getting 3 minutes from?
wrote on last edited by [email protected]Since you were so insistent that it's simple, I told you to go and implement non-rigid capes to two old games that never had more than a rudimentary physics engine, and report back just how easy it was. And seeing how your reply, three minutes later, started with the words "Already done," I can only assume that you did it. So do tell, how easy was it?
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The giant is easy. The ground is easy. The lava though... Do you want the particles to stick together? To visually connect? To collide with each other? To interact with dynamic objects?
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Only in 3D. In 2D, you slap some pixels on top and there's your scarf:
Do you have the Orb yet?
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This comic is so old, that both should be rather easy now
wrote on last edited by [email protected]TBF it had been a long standing problem for roughly a half century before this. Specifically birds were the thing researchers tried to identify first, which is probably the reference here.
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There's no such thing called fish.
- Stephen Jay Gould (Biologist)
wrote on last edited by [email protected]Or there's fish and we are one, or there's fish but hagfish, dogfish and lungfish are something else.
I guess we could return to medieval and say it's based on shape not taxonomy, too, so whales would be fish.
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Have you ever played ATV Offroad Fury on the PS2? When you reached the edge of the map, it would just fling you back towards the center.
I propose that is how we deal with NPCs blocking doors. With negated fall damage, of course
wrote on last edited by [email protected]Haha that does sound slightly familiar! Like Mario Kart's Lakatu on steroids.
Lol okay solved! Colliding with an opening door just yeets an NPC (safely) out of the way.
Haha there needs to be a "monkey's paw" community but around what new bugs pop up when someone proposes a fix for a mechanic.
New bug report: Essential NPC unable to be interacted with because they walk toward the door to greet the player and get clipped through the opposite wall at high speed.
Sometimes they fall through the map and the game crashes when they reach -9999 meters, other times they die intersecting the wall and it soft locks the main quest.
Fun story rq: Deus Ex: Human Revolution had the most bizarre bug where, if you talked to a gang before getting the quest to go clear them out, on the second visit one of them would just spawn... like...on the moon, apparently? (A ridiculous distance upwards, not even visible except by objective marker) Made the quest unbeatable until they patched it hahaha.
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mf said choas
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The giant is easy. The ground is easy. The lava though... Do you want the particles to stick together? To visually connect? To collide with each other? To interact with dynamic objects?
Design lead wants parting earth and flowing lava. Budget dictates static assets and baked in animations.