When will you upgrade the game?
We have dynamic lighting - our areas are procedurally generated so baked in lightmaps aren't an option.
Gameplay & Level Design
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" I disagree - ragdolls on their own often look silly and fake, because the thing you're fighting just drops like a puppet that had its strings cut regardless of what it was or how you killed it. On the other hand, you can convey a lot of flavour and tone with a good death animation, even if it's not that adaptable to the environment. A game where I've seen this problem tackled well is Left 4 Dead, which does a really cool hybrid system where they play a death animation and blend into a ragdoll as it ends so you get the best of both worlds. This isn't the official line on ragdolls in our game or anything, just something to consider. Gameplay & Level Design
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" To be fair, Dark Messiah's ragdoll physics owned, and booting enemies across the room into conveniently placed spike traps never got old. It most certainly wasn't realistic or immersive, but I can't fault them for using ragdolls in the way that best served their game. As you say though, that isn't going to always be the way to guarantee best results in other games. Gameplay & Level Design
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