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Harder Than You Think: Ladders

Ask a Game Dev

AI on ladders can cause weird interactions with other systems like if, for example, [ the player starts a cinematic ]. We could let them clip through each other, but that often looks hideous. Further, there are potential griefing issues if players cannot clip through each other and decide to block off ladders physically.

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Ask a Game Dev - Untitled Article

Ask a Game Dev

can cause self-clipping and other graphical weirdness. Since we have to accommodate all possibilities, there will likely be some interpenetration and clipping when that occurs, and some animations may end up looking screwed up. This is the primary reason we use preset body types - to minimize the effects of these visual issues.

Mesh 40
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Harder Than You Think: Ladders

Ask a Game Dev

AI on ladders can cause weird interactions with other systems like if, for example, [ the player starts a cinematic ]. We could let them clip through each other, but that often looks hideous. Further, there are potential griefing issues if players cannot clip through each other and decide to block off ladders physically. .

article thumbnail

Harder Than You Think: Ladders

Ask a Game Dev

AI on ladders can cause weird interactions with other systems like if, for example, [ the player starts a cinematic ]. We could let them clip through each other, but that often looks hideous. Further, there are potential griefing issues if players cannot clip through each other and decide to block off ladders physically. .

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Want to make a great game trailer? Optimize it for social media

PreMortem.Games

A video autoplaying with recognizable gameplay is MUCH more compelling than a ‘cinematic’ shot or establishing shot, or something else which does not look like player controlled gameplay. It could even be one clip if there’s enough interesting stuff happening consistently.

Media 104
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Essential editing transitions - explained

Filmustage

This deception lies in the fact that cinematic language must force the viewer into the veracity of what is on the screen. For example, there are linear and nonlinear editing techniques, as well as associative editing, clip editing, and more. Be one of the first to test the new functionality - click here for more detailed information.

Editing 52
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A day in the life of a narrative designer

Game Global

We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. This is a clip of the Heider-Simmel animation. We need to understand, at least at a high level, all of its features.