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Testing out some dynamic physics-based cover by kicking stuff over, inspired by FEAR 2
44 条评论

Can I flip a table and use it as a surfboard down a flight of stairs?

After adding grabbable objects and ladder climbing, this dynamic cover thing was the last player-centric mechanic I wanted to add, now it's going to be bug polishing for all of these and more work on NPC AI!

this game is gonna be so fucking good duuuuude holy shit

thank you tito! l i'm doing everything I can to make sure it's going to be

The weapon handling, manipulation around objects, and left/right leaning all look really awesome. Being able to use the environment like this, is the stuff that bigger, Triple-A games are missing. Might seem small, but it's great. Would love to see this combined with true "close quarters" maps, ex: RoN's Data Center.

Currently working on level design and there's definitely going to be a good mix of larger and close-quarters maps, as well as the larger maps having close-quarters locations to clear out

Cant wait to hide behind a little desk and get absolutely magdumped

that's the spirit

Looks fucking great. On the other hand, is Fear 2 even worth playing?

I'm probably the only one around here that'd say yes, the game is great. Looks phenomenal still and I love the level design (except for the last level) and shootouts

Dude Corpus Edax was good but every clip of this next project just looks better and better. Awesome work. Cant wait to play

Thanks for playing it! Yeah, CE development was rough, especially in the months before release, this one I at least have the privilege of having a little bit more budget and as a result more dev time. I want this to be way more polished than CE!

Great job making it Dynamic, FEAR 2had a cool idea but the problem was how few and far between the movable cover objects actually were, since they were all scripted objects.

Yeah they had it in the first levels but then completely forgot about it for the rest of the game. well I didn't!

The amount of force feels right, good job

thanks!

Wait, why hasn't this been a thing or even a staple in FPS games? I assumed the genre was stagnant and this is the most obvious gameplay mechanic to include! Kudos

What about vending machines as cover?

Thats the other one i thought of, still thinking if kicking the vending machine would open the door to extend cover or it would tumble it over

i have barely animated anything in my life so i dont know the correct terminology, but can you turn the viewmodel overshoot amplitude and oscillation speed down by like 800%

Class

FEAR 2 be liek "yeah you can kick down tables to use as cover, but we removed the leaning ability that was in the first game which allowed you to organically use anything as cover. Also, sorry some things are better cover when not kicked down, we didn't test the game lol"

That’s really cool!! I love that idea

Yes yes yes

Oh my god I love that

gonna ride this down a stairwell

I love this, fun physics are hella underrated

Idk what this is but this sort of movement makes my penis super bigly

Will the AI "know" when the player has made dynamic cover, or will that not really matter?

I’m not sure how much the AI is going to interact with dynamic cover, going to work on that this week, but right now they do know if you’re behind general cover and also if you’re standing still or not moving away from that spot for too long so they can flush you out

So much of "intelligent" AI is smoke and mirrors so provided they appear intelligent in normal encounters I'm sure they'll be fine with this. It will be interesting to see regardless, I can imagine there will be lots of unexpected holy shit moments!

Fuck yeah

Going to need an audio log of some guy in the office asking why corporate bought all these tables made out of class 5 ballistic material

@BryceBucher Fear 2 inspiration. We love to see this 🙌🙏🙌🙏

is there some kind of anchor or weight to make it cleanly land without falling flat? or was it just tons of testing for the right impulse? either way looks slick

Yeah a bit of testing - right now the table has its center of gravity offset below so that it pulls more towards the legs instead of tumbling over when its kicked, and there's also some rotational damping so it slows down when rotating around its axis

For all this I only add torque and it rotates on its X axis in relation to the player's forward. Very little scripting on my part!

very cool! fun to see how that kind of problem gets solved for a consistent result that still looks believable

love the viewmodels and weapon anims

Maaan your game is gonna be soo goood 🔥

Had a vision for Siege type game but it didn’t have all the weird sci-fi gadgets & goofy operators. The defenders could move objects in front of doors/ windows & flip over objects in the room to safeguard the hostage/ bomb & create a dynamic defense. I love this concept!

oh my god

Lemm give you money and play your damn game!!!!!! Please I beg you!

Bullet holes on the table/destruction would be dope but probably a bitch and a half to figure out but all in all impressive work
