Organic Quality.
#1 Members - Reputation: 186
Posted 05 October 2000 - 04:19 AM
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Posted 05 October 2000 - 11:57 AM
More curves, less straight lines: Unless it''s the right look for your setting, objects shouldn''t be boxy and angular. I don''t think that 90 degree angles show up that much in nature.
Setting: Include more trees!
Walk Paths: I started replaying Half-Life the other night, and noticed that Barney (the security guard) walked in straight lines and made sharp turns. People normally don''t do this (unless their high?)
Delays: The sign of a computer system is immediate decision making and response (unless we''re talking Windows
Precision: Starcraft AI always knows how to drop tanks on a narrow plataeau. They never suffer from imperfect interface clicks. This reminds you that you''re playing a computer.
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Just waiting for the mothership...
#4 Members - Reputation: 122
Posted 07 October 2000 - 03:12 AM
By the way Ketchaval, are you suggesting full-blown language parsers in FPS''s. I don''t think we have the technology for that yet. But if you only mean that pre-programmed conversations should have people interrupt eachother then you''re right.
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Posted 07 October 2000 - 04:30 AM
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Posted 07 October 2000 - 05:40 AM
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Posted 09 October 2000 - 11:19 AM
But then there''s the voice recognition and speech synthesis.
Frank
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Posted 09 October 2000 - 11:23 AM
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Our Doc - The future of RPGs
Thanks to all the goblins over in our little Game Design Corner niche
#10 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 10 October 2000 - 08:57 AM
Here isa good link for info about Perlin noise functions:
http://freespace.virgin.net/hugo.elias/models/m_perlin.htm
and here are some examples of where the author was headed:
http://mrl.nyu.edu/meyer/projects/etchapad/
check out the gallery.
I intend to use someting similar to create automaps that look hand-drawn and to dirty up the floor tiles in my vaporware project.
#14 Members - Reputation: 122
Posted 18 October 2000 - 01:18 AM
I recently thought about how to program animation on complex models with 2000 joints. I know in 3d studio you can program weights so that grouped joints move in certain fassions. In your physic engine, you might program it to apply pressure equal to a certain level. program strength, not just gravity.
Character interaction is a biggy as well. the world around you has to be very much alive. Im thinking rpg''s on this one but for most, the rules are the same. I dont think that text cuts it at all as you really cant get a really good image of your character. so, why not allow the player to speak as the character through speech recognition? Ill bet that would add lots to it.
these are just my opinion. dont take them too seriously
Allow the flaming to begin
Conshape Electronic Arts#15 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 21 October 2000 - 04:11 AM
So does anyone agree - disagree or what have you with Fantasy Edge ?
#16 Members - Reputation: 247
Posted 21 October 2000 - 10:07 AM
As long as you stay in the domain of flat surfaces, you can give them all the texturing you want, the nonorganic feel will stay.
bump mapping is a start. But this is not enough. Just think trees, grass, bushes, and look at the solution found in games (They Hunger expansion for HalfLife, for instance).
It''s not easy at all.
Ketchaval, you mention Final Fantasy. I must say as an artist I am drooling when I see the cinematics. But the shiny cold feel is still very much there. They use so much things around that you don''t really care anymore, but it''s still there ...
Lighting is of the utmost importance. Lighting can change everything. Just look at anything David Fincher has done.
Warm foreground, cold background, and suddenly a flat picture get a sense of depth you wouldn''t have imagined otherwise (Don Maitz paintings are very good for this). The simple theory of colors is so much NOT used, that sometimes I wonder. I mean, they gave us colored lights for something else than illuminating the flags, right ? (for HalfLife addicts, refer to the excellent maps by Scary-One such as scary_1, scary_2, etc)
I have done quite a bit of maps for my own use, and lights can REALLY make a difference. For instance, in one map I did, I used a grey cement texture. But with the coloured lights, they would look like egyptian stone, or like cold white marble, or rose granit, etc...)
Texture *of the picture* itself. Not the resolution, or the graphic system. But someting more like the after treatment that some movies will use to make the film itself dirty, old-stylish. A simple black and white filter can change everything (Schindler''s list). Or the low quality, hand camera style can give a lot more realist, almost amateurish style (Saving Private Ryan). This is something that has never been (AFAIK) used in games... but when you see how cinematics and movie techniques seem to affect the game industry, I am still wondering what the developers are waiting for (yes, real time filtering is NOT as simple as it sounds, but I am sure it''s feasible, with a little bit of hardware ?)
For the animation bit. I have to say that even though I hate the sugary sweet shit Disney is falling into, I am more and more respectuous of the work they do, animation wise. Tarzan is just plain cool. And I remember reading excellent papers on Disney views about animation, that should be read by any animator out there ... basically, it''s about stopping to be TOO realist. Disney was not the only one of course, as other people, in the world of Comics for instance, promoted similar ideas.
Cartoons (and by extension, game graphics) are NOT realist, and it''s not their goal. If you try to be realistic, your characters look shit, they look like they are stuck or something, as if they had sticks preventing them from moving. On the other hand, of you exagerate their movements, you suddenly give more life to them, and they actually look more "realistic". More consistent would be, I guess, more appropriate. They are heroes, they are out of the norms, so why would their movements be *in* the norms.
Refer to LucasArts games such as the last Monkey Island, Full Throttle, Sam and Max hit the road, Day of the Tentacle. then compare with previous works (even the Kings Quest), and thin about it
mmm, maybe more later, what about the other artists ?
youpla :-P
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Posted 21 October 2000 - 10:25 AM
Tim
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glvelocity.gamedev.net
www.gamedev.net/hosted/glvelocity
#18 Members - Reputation: 122
Posted 24 October 2000 - 11:33 AM
I am not text, I am not organized pixels, I am not killed by turning off your monitor, I am not isolated by turning off your computer. I just am.#19 Members - Reputation: 122
Posted 26 October 2000 - 01:25 AM
Style is the important thing, I am not a big fan of realism for realisms sake. It is after all entertainment not simulation. With a consistent strong sense of style it really helps avoid the notion of "Why does his head look so blocky?" and so on, Interstate 76 did this well.
Don't know about anybody else but I just can wait for the next wave of toony 3D games
Edited by - sof on October 26, 2000 8:26:31 AM
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Posted 26 October 2000 - 06:08 PM






