Brink Q&A


(Nail) #1141

I think he means hitboxes for arms, legs, torso and head instead of bounding box like W:ET


(light_sh4v0r) #1142

Oh right, I see. But then why would you disable hitboxes again :confused:


(AnthonyDa) #1143

I don’t.

Body awareness = stupid expression which means that you can see your legs while looking at the floor for example. Try “body awareness video game” in Google for more infos.
I still don’t have any correct answer tho :frowning:

edit: “Localized hitbox” is what you were thinking about :stuck_out_tongue:


(Nail) #1144

sorry, thought you were continuing the hitbox part of the thread


(tokamak) #1145

[QUOTE=AnthonyDa;221693]I don’t.

Body awareness = stupid expression which means that you can see your legs while looking at the floor for example. Try “body awareness video game” in Google for more infos.
I still don’t have any correct answer tho :frowning:
[/QUOTE]

Has been touched upon and they’re not doing it.


(light_sh4v0r) #1146

ETQW didn’t have it right? I wouldn’t know tbh, who ever looks down to see if his feet are there :tongue:


(Reanimator) #1147

I usually only worry about body awareness in Atmospheric shooters, I don’t know if Bioshock had it, but they should’ve. In a fast-paced multiplayer shooter it won’t be something I’m worrying about:tongue:


(tokamak) #1148

Nope ETQW didn’t have it, neither did Bioshock. Crysis and Mirror’s edge had some great BA but for multiplayer games it may get in the way and I’m sure it will need to draw extra performance as well.


(Reanimator) #1149

I still hope Brink is atmospheric though, those environments look great :smiley:


(brbrbr) #1150

body awareness dont become mainstream unless stuff like TrackIR Pro[or built in in 3D screens sensors] become usual part of gaming equipment.
point is “simulating” its[control]with existing periperals, like mouse, joysticks and etc is both complex, boring and put huge stress/overhead to both game designers and players.


(Voxie) #1151

[QUOTE=brbrbr;222474]body awareness dont become mainstream unless stuff like TrackIR Pro[or built in in 3D screens sensors] become usual part of gaming equipment.
point is “simulating” its[control]with existing periperals, like mouse, joysticks and etc is both complex, boring and put huge stress/overhead to both game designers and players.[/QUOTE]

Though you are correct that this feature won’t get too much ground until complex 1:1 Virtual Reality becomes mainstream, the true reason some games renders a first person character model (namely Mirror’s Edge, the Crysis series, Left 4 Dead, the Halo series, some Wii games) is simply because it helps with immersion.

That being said I very much doubt it’s something we’ll see in Brink, since the character customization system throws in way too many variables (i.e. different sized clothes on torsos, legs and arms) for it to be feasible to justify development time and hardware taxation.

Edit: That actually raises a question for the devs: will the first person hands and arms be rendered according to how you’ve customized your character, or will we have a generic model shared by all characters alt. one set for each body type?


(brbrbr) #1152

[QUOTE=Voxie;222483]Though you are correct that this feature won’t get too much ground until complex 1:1 Virtual Reality becomes mainstream, the true reason some games renders a first person character model (namely Mirror’s Edge, the Crysis series, Left 4 Dead, the Halo series, some Wii games) is simply because it helps with immersion.

That being said I very much doubt it’s something we’ll see in Brink, since the character customization system throws in way too many variables (i.e. different sized clothes on torsos, legs and arms) for it to be feasible to justify development time and hardware taxation.

Edit: That actually raises a question for the devs: will the first person hands and arms be rendered according to how you’ve customized your character, or will we have a generic model shared by all characters alt. one set for each body type?[/QUOTE]

this can be done somehow, more or less well today.
point is make its easy/seamlesly usable by players.
thats why most recent attempts to bring this edge of gameplay immersion improvement, fail.
because its creates more problem, than solves.
hope someone[genius[developer]] will find solution in future and/or more peripherals clases will become awailable to players and become in [much more]reasonable prices[than today].


(Wolfmeister) #1153

Does anyone know if you can drag the injured enemies into a quieter area and then go all Jack Bauer on their asses? (would suck if you had to do it right in the crossfire)


(light_sh4v0r) #1154

I like that idea tbh, would be cool if you could do it to teammates too. Drag them to the nearest medic or into cover to prevent them from being gibbed. Would have to be rather fast though, or it’d be useless.


(tokamak) #1155

Oh I would love that, though it would be open to grieving as well. The downed player should be able to abort being dragged.


(H0RSE) #1156

I remember there was a mod that added dragging bodies to RTCW, but it was rather slow.


(INF3RN0) #1157

Or a covert dragging an enemy to a safe location to be interrogated :o.


(Wolfmeister) #1158

uhhh thats exactly what i was asking a few posts up? :slight_smile:


(INF3RN0) #1159

Just my way of saying your idea makes more sense :wink:.


(Wolfmeister) #1160

Ah ok, wheres that dumbassoftheweek hat again? :o :slight_smile: