gore..


(NoFace) #21

Ah I ment to say on the survivor models because of the addition of defibrillators.
Pipe bombs are loads of fun though :slight_smile:


(SockDog) #22

[quote=Mustang;205582]I think they aren’t saying that much gore should be in Brink
But just that in general it is a lot of fun[/quote]

Exactly. Thank you. :slight_smile:

That said L4D2’s damage modification system is pretty neat. While maybe not extended to removal of limbs or the addition of guttural ventilation, a way of tearing clothes, charring and staining them would be pretty awesome.

I think the titillation of gore is a lot to do with being a very visual form of interaction with the game world. Having static models and world objects eats away at the credibility budget.


(stealth6) #23

well I don’t care about all limbs but i thought it was awesome back in unreal when you popped off a head, so let’s simplify it like for instance if the killing shot is a headshot the enemies head explodes and his body falls to the floor that would be AWESOME.

or if you get a rocket to the face your body explodes (like gibs in ET), I don’t mind ragdolls but when hit by explosives I prefer the gibs flying everywhere, ragdolls looks a bit cartoonish :stuck_out_tongue:

Also if the game has some elements of ET then if your last shot is a headshot you get 5 xp instead of 3 I believe so, it would also point this out.


(alias) #24

[QUOTE=SockDog;205603]
I think the titillation of gore is a lot to do with being a very visual form of interaction with the game world. Having static models and world objects eats away at the credibility budget.[/QUOTE]

yup, your right on the interaction part.
Gore can be an gratifying reward for getting a kill.
For the static models and environment props, yes sure would also love me some interaction
on those. they can surly aid in the a more believable world.

I dunno if you can shoot and blowup/chip away environmental stuff like walls in blink.?


(Exedore) #25

The focus is more on non-destructible physics objects, that don’t really effect gameplay directly but add to the overall immersion.

This is in part due to keeping things streamlined for network play, and in part due to tactical allocation of development resources.


(SockDog) #26

[quote=Exedore;205636]The focus is more on non-destructible physics objects, that don’t really effect gameplay directly but add to the overall immersion.

This is in part due to keeping things streamlined for network play, and in part due to tactical allocation of development resources.[/quote]

And they no doubt they scale well too which is another bonus. Great to hear you’re bringing the environments alive with that stuff.

Will there be model modification to indicate damage? Not necessarily blood but tears, charring etc on clothes. Might not be what you’re going for but the end game cinematic would look pretty cool with these battered players acting out the scene.


(alias) #27

[QUOTE=Exedore;205636]The focus is more on non-destructible physics objects, that don’t really effect gameplay directly but add to the overall immersion.
[/QUOTE]

thkz for replying
but whut? i dont want too sound too dumb :slight_smile:
but do you mean like cloth flapping?
wind in hair and such?
or more environmental objects for example a windmill?


(Apples) #28

If gore can avoid 12 years old screaming_stuff_over_voip kind of kidz, I’m gladly up for it! gore was awesome in q3 with rocket explosion, too much gore is… too much tho, it needs to be satisfying but not gettin thru the gameplay.

peace


(alias) #29

[QUOTE=Apples;207868]If gore can avoid 12 years old screaming_stuff_over_voip kind of kidz, I’m gladly up for it! gore was awesome in q3 with rocket explosion, too much gore is… too much tho, it needs to be satisfying but not gettin thru the gameplay.

peace[/QUOTE]

well yes for most…
the game is aimed at the what more younger audience, as what i have read.
yet blunt gore is gratifying/rewarding in getting those kills in my opinion.

its not the main driver, yet a big bonus.
DLC pack/in a later stage?


(tokamak) #30

Yeah don’t worry, everything you miss about the game or want different will be put in a DLC.


(.Chris.) #31

Does that cover moving objects? Really missed them in ET:QW, all there was really was sliding doors. Something similar to ET’s script movers would be awesome, seem to remember in the video preview you had some helicopter flying over head at start of map, how was that done and can more complex ‘flight paths’ of objects be achieved?


(Exedore) #32

Those are something different… I was referring to objects in the playable space, what you’re referring to is a scripted animation that is separate from the gameplay.

The paths for the objects are created in animation software, and then imported into the game where we attach the object. They can be as complex as you like really, but they’re not made to be used within gameplay. Moving stuff in the gameplay space needs to be ultra-simple, as it has both hardware and net performance issues.


(alias) #33

lol…
sure you have a good point, the game is just “a final product” when SD releases it.
nothing more, and nothing less.

yet it always nice too know plans for DLC… i dunno… the game might fit 100% too me,
still always nice too know if they can tweak/differentiate or add stuff here and there.
But i assume some things have too be inserted at launch/pressed golden dvd date.