Rise of the Robots (remake)

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8 comments, last by AnotherFoxGuy 7 years, 5 months ago

I am a fan of robots and was hyped by the infamous Rise of the Robots (& Rise 2).

Rather than copying every other fighting game, why not be a bit more realistic regarding robotics, and metal and damage. I am fan of Robocop & Terminator films and loved the Robocain model.

How hard would it be to rig up robots, and the game aim is to beat each other & wrestle each other to a pulp, in realistic robotics terms. This means they are based on hydraulic power/strength, and metal armor. They either have a CPU brain or human brain. Armor damages like normal deformation from a car crash.

A lot of the failures of original Rotr was due to limitations of gaming hardware & the fact they are ripping off from other fighting games. It would've been cooler if it was more of robotics & metal simulation game.

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It would be hard. Not impossible. But you're not doing it in a weekend or a month. If you were to get something like this done, assuming you have a job or go to school, in a year, I'd be very impressed.

Beginner in Game Development?  Read here. And read here.

 

How hard would it be...

Harder than you think. Deformations/Damage even in today's games are pre-done by the artist.

Harder than you think. Deformations/Damage even in today's games are pre-done by the artist.

Wait. There's no dynamic damaging? Why the hell are you guys buying $400 consoles then?

Beginner in Game Development?  Read here. And read here.

 

How hard would it be...

Harder than you think. Deformations/Damage even in today's games are pre-done by the artist.

That's not true:

Not saying it's not hard, but there are games that do deformation and damage via physics.

Soft Body Dynamics

Okay... so first there was "Rigs of Rods", open-source (http://rigsofrods.org). Then there's "BeamNG.drive" (http://beamng.com/). Soon there'll be "Wreckfest" (http://nextcargame.com/).

Not sure how you would go about it in Unreal Engine 4. BeamNG.drive had difficulty implementing it into CryEngine3 (rumor) and switched to Torque3D. Wreckfest uses its own engine, ROMU.

It seems I missed one. http://www.pixelux.com/DMMengine.html

Thanks @Hodgman from 4 years ago.

http://www.gamedev.net/topic/632122-metal-surface-creation-and-deforming-on-hit/?view=findpost&p=4985656

(they've published the ideas behind their method)

http://en.wikipedia.org/wiki/Digital_Molecular_Matter#Technical_Citations

thanks for the info, yes, could use Rigs of Rods open-source... so that each robot limb is is rigged (like a separate car).. and it's just a case of adding momentum and force in the swings/punches/throws... like smashing 2 cars together.

mix it with 3d skeletal animation: http://guillaumeblanc.github.io/ozz-animation/

If you know your way around Unity you can also use Truss Physics for the deformation/damage: http://heartbroken.bitbucket.org/trussphysics/

Developer/Webmaster of Rigs of Rods

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