Brink Q&A


(Metal-Geo) #141

[QUOTE=Rahdo;194398]However, there’s “sort of” collision with teammates as well…

…Hope that makes sense. I have to say, in playtests from a first person perspective, it feels very natural and smooth. Hopefully you guys will like it.[/QUOTE]
So… basically like Team Fortress 2 and Left 4 Dead? :smiley:

Good God, I hope there aren’t any plans to remove such explorable areas. Of course I’m fully against players going ‘outside of the map’ and all. But it’s a shame when so few game developers understand how much fun exploring a map/level can be!


(Nail) #142

I think it means you can choose a different way to get somewhere that the smart button would take you, possibly with better cover than button route (probably quickest)


(Exedore) #143

One of my most cherished gaming moments is finding the Dopefish while exploring Ep2Lev3 in Quake.

While I can’t promise anything quite so shiny, my philosophy is to let players get up there, and to just make sure one can’t hop out of the world in doing so. Just because that spot might not appear to have an immediate advantage to me doesn’t mean that you all won’t find one.


(tokamak) #144

[QUOTE=Rahdo;194398]Griefing goes both ways. If we went with the pushing solution, someone can be an a-hole just as easily and push you into an enemy fire while you’re hiding in cover, or push you into a [censored because we haven’t revealed this feature yet], or mess with you when you’re trying to mantle up a wall. The griefing potential of my being able to define where you stand, with you not being able to do anything about it is just too great, IMO.

Well, they sort of will. I look at it this way: IRL, I can maneuver around someone in a tight space very easily by twisting my body as I move. Emulating this in the game would take a TON of work (like what Assassins Creed does when you walk) and not really be worth the compromise to other features, especially since we’re a first person game. But we emulate this basic ability of a human being’s natural movement by letting teammates walk through each other. Note you can’t walk through enemies… an enemy is a wall, and you’re best off smacking him down with one of your [censored because we haven’t revealed this feature yet] if you get that close :slight_smile:

However, there’s “sort of” collision with teammates as well. Specifically, there’s a slight repulsion that happens when someone tries to move through someone else that causes the mover to kind of do a slight shimmy. This repulsion also prevents players from literally standing inside each other (and thereby letting a little guy hide “inside” a big guy). Players are naturally moved away from each other, but it’s always the player who initiated the collision (so again, you can’t be shoved away from something you’re trying to do, by some dickwad, nor can some dickwad prevent you from going where you want to go).

Hope that makes sense. I have to say, in playtests from a first person perspective, it feels very natural and smooth. Hopefully you guys will like it.[/QUOTE]

Yes that puts everything at ease. When I think about it, in Quake Wars your teammates are huge concrete pillars you have to get around to. But no clip would be too extreme on the other hand, it seems like a very acceptable compromise. One thing I personally thought up was to simply give each player a no-clip wire in the middle of the body so you can’t pass straight trough someone, but the repulsion effect seems to give the same result. Perhaps it even has a fall-off, so you get less repulsed when you only bump into a shoulder or something.

Yup, but they can be problematic in a game where players can be revived. I’m hoping to use them as much as possible, without the game looking stupid (no crazy helium filled balloon corpses), but we’re still working through how far we can take them without breaking everything.

Would be great if you could find an equal compromise. Maybe a main body animation with ragdoll arms and legs or something, Then again that could look weird. in QW it just looked really weird when players who got hit by large explosions simply stopped dead (literary…) in their tracks to carry out their dying animation. Like B-actors in front of a green screen really :smiley:


(DarkangelUK) #145

[QUOTE=Exedore;194427]One of my most cherished gaming moments is finding the Dopefish while exploring Ep2Lev3 in Quake.

While I can’t promise anything quite so shiny, my philosophy is to let players get up there, and to just make sure one can’t hop out of the world in doing so. Just because that spot might not appear to have an immediate advantage to me doesn’t mean that you all won’t find one.[/QUOTE]

A good reason to get the beta rolling so I can explore :wink:


(DarkangelUK) #146

[QUOTE=Rahdo;194402]Could be, that’s not a bad idea. I know Bezzy would love to get something like that in.

First of all, please, call me Richard (or Rahdo, or Rich, but not Rick, I’ve never really been a Rick… or a Dick :slight_smile: ) To the question, what I meant was that generally, the SMART button works with the really straightforward stuff (“Ah, a tall wall, I shall now climb it to get to the shortcut”), but I have found places in levels during our playtests where a more complex, manually selected and controlled combination of sprinting, jumping and sliding can lead to results that the SMART button wouldn’t have inherently resulted in, because it tries to keep things nice and simple and straightforward.

More on this I cannot say :rolleyes:[/QUOTE]

No problem, Rich it is then :slight_smile:

And thanks for the answers.


(RR2DO2) #147

Hard to say. It’s evolved from an OpenGL 1.4-ish base years ago and is using pretty much all the newer functionality through extensions. I’m using the double-sided stencil buffer syntax from GL 2.0 though, so GL 2.0 will probably be required. Some newer stuff got standardised in GL3, but again, it is all accessible through extensions. Extensions still tend to be the safer way to go as that way we can detect on a per-feature basis if something exists or not. This is especially useful since in the past drivers have proclaimed they are GL X.X compliant (through their version number) and then miss feature Y which is defined in the spec they say they are compliant with.


(mortis) #148

I’ll have to trust your judgment on this for now. I’m guessing that antigrief and gamepace are significant motivators in this discussion. I stand by gameplay as the ultimate determiner, so I’ll have to be content until I get my hands on the game and can try it out firsthand… :slight_smile:

[QUOTE=Rahdo;194398]Griefing goes both ways. If we went with the pushing solution, someone can be an a-hole just as easily and push you into an enemy fire while you’re hiding in cover, or push you into a [censored because we haven’t revealed this feature yet], or mess with you when you’re trying to mantle up a wall. The griefing potential of my being able to define where you stand, with you not being able to do anything about it is just too great, IMO.

Well, they sort of will. I look at it this way: IRL, I can maneuver around someone in a tight space very easily by twisting my body as I move. Emulating this in the game would take a TON of work (like what Assassins Creed does when you walk) and not really be worth the compromise to other features, especially since we’re a first person game. But we emulate this basic ability of a human being’s natural movement by letting teammates walk through each other. Note you can’t walk through enemies… an enemy is a wall, and you’re best off smacking him down with one of your [censored because we haven’t revealed this feature yet] if you get that close :slight_smile:

However, there’s “sort of” collision with teammates as well. Specifically, there’s a slight repulsion that happens when someone tries to move through someone else that causes the mover to kind of do a slight shimmy. This repulsion also prevents players from literally standing inside each other (and thereby letting a little guy hide “inside” a big guy). Players are naturally moved away from each other, but it’s always the player who initiated the collision (so again, you can’t be shoved away from something you’re trying to do, by some dickwad, nor can some dickwad prevent you from going where you want to go).

Hope that makes sense. I have to say, in playtests from a first person perspective, it feels very natural and smooth. Hopefully you guys will like it.[/QUOTE]


(Shiv) #149

[QUOTE=Rahdo;194398]
However, there’s “sort of” collision with teammates as well. Specifically, there’s a slight repulsion that happens when someone tries to move through someone else that causes the mover to kind of do a slight shimmy. This repulsion also prevents players from literally standing inside each other (and thereby letting a little guy hide “inside” a big guy). Players are naturally moved away from each other, but it’s always the player who initiated the collision (so again, you can’t be shoved away from something you’re trying to do, by some dickwad, nor can some dickwad prevent you from going where you want to go).

Hope that makes sense. I have to say, in playtests from a first person perspective, it feels very natural and smooth. Hopefully you guys will like it.[/QUOTE]

sort of like tf2? or is it stronger?
Annnddd can you jump while doing it, ooh look i am getting repulsed + running so i jump further :o


(Nail) #150

slingshot strafe pass, I’m likie this idea


(Shiv) #151

i was imagining a line of fatties down a thin passage and an agile thin dude of awesome (aka me) running through getting faster and faster, then he jumps… and everyone is in aww at his skillz as he glides through the air…

of course i would die to a freak grenade or random headshot… but who cares, it would be epic.

p.s- i dont think it would work, it would be really odd and completely against real world rules.
unless a fatty pics up a thinny and throws that sack of bones skywards!


(darthmob) #152

In one of the interviews it was said that sound is a very important part of the game. Eg. there is a different weapon sound when fired from the hip or iron sites.

My question is: Did you make any improvements on the engine regarding the sound?

I ask because I feel that sound was not really consistent in ETQW. Sometimes you were a few dozen metres from the action and all you heard was the ambient sound (leafs rustling). This is one of the things that is well implemented in the Source Engine or Call of Duty Series. If there is a heavy machinegun thundering on the other side of the map you hear it over a great distance which results in a ‘I’m in the middle of a bloody war athmosphere’.

// EDIT: there are two answers in this and this post.


(Shiv) #153

When is a Brink steam community going to be created so that i can join it :slight_smile:
(i am assuming it will be put on steam :stroggtapir:)


(DarkangelUK) #154

Will there be achievements included on the other platforms if they’re in the 360 version? Seems to be a popular thing these days. Will it also be a Games for Windows game?


(kamikazee) #155

I’m pretty sure it will be, it’s allmost mandatory these days.

I’m rather wondering if they’ll slap a “Games for Linux” sticker on the box at release time.


(DarkangelUK) #156

Well ETQW 360 had them but PC didn’t so though i’d ask. I quite enjoy them, harmless tasks to achieve that exposes the player to new stuff while trying to get them.


(Floris) #157

[QUOTE=darthmob;194497]My question is: Did you make any improvements on the engine regarding the sound?

I ask because I feel that sound was not really consistent in ETQW. Sometimes you were a few dozen metres from the action and all you heard was the ambient sound (leafs rustling). This is one of the things that is well implemented in the Source Engine or Call of Duty Series. If there is a heavy machinegun thundering on the other side of the map you hear it over a great distance which results in a ‘I’m in the middle of a bloody war athmosphere’.[/QUOTE]

Mmh as far as I can remember from an interview with one of the SD guys, the sound system in ET:QW was meant to be realistic as in sound waves don’t pass through solid objects, but in the end it had some drawbacks like the one you mentioned. Nowadays SD has both an Audio Programmer and an Audio Director (apparently a quite famous one) so I’m sure we’ll see some improvements in that sector as well.


(Pytox) #158

Who will make the music for Brink? :tongue:


(deadlights) #159

I had two large issues with ET:QW -
1.The netcode seemed really off. Has this been improved?
2. The hit boxes (from what I read) … Were one large box for the body, and one small box for the head. When the player ran, this caused the head to often end up bobbing in odd places, sometimes behind or even in the middle of the player. Has this been looked at?

Oh and please make Salvage and Volcano for Brink! :slight_smile:


(Slade05) #160

There is only one man capable of making Brink music, as well as W:ET, ETQW and RtcW.
Guess who! :slight_smile: