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I remember when I finished the anim system for TLOU2 combat doors, I thought “Maybe much. But it’s all done now. We have it and we gonna reuse it forever. Cause like what more one can possibly desire from this damned door? Right?“. Oh boy WAS. I. WRONG.
1,741,999 görüntüleme • 3 yıl önce •via X (Twitter)
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Btw, this was more about specifically animating the player interaction with the door. There is a post by TLOU2 game director describing all the teams and efforts required to ship this system. Check it out, if you missed it, it's terrifying :)

I spent 20 mins walking back and forth through doors when tlou2 came out, and another 20 going in and out of prone and testing aim blends thinking "goddamn".

If you happen to play again - try the same thing while holding long guns. That's where the real fun begins.

So much beauty in one system, congrats man. How did you achieve that door bouncing off of Ellie when canceling? Is that a procedural collision with her capsule?

The cool but is that the door first motorized to open position. But in some time does a magic auto-close. Without it AI chars just open all the doors in the level after 5 minutes of patrolling and that's that.

Haha 😄 on a previous 3d action game i made a door system that wound up with so many bolted-on features, all cutscenes and scrpited environment animations were made from invisible doors, as they had so many options for triggering animations, states, messages etc

Feel ya. Scaling is the #1 enemy of gameplay animation.

The one thing that is able to legit wow me nowadays in games are animation systems. More than visuals. More than audio. More than anything else. It. is. way. too. hard. Congratz on the system, looks awesome. There's always room for improvement though, I feel you :D

I feel this 100%. My AI inventory tracks keys/lock door statuses, and determines if they need to unlock the door or break it down. It is a total nightmare lmao

Sorry, it's doors all the time forever.
