-->HQ (27mb)<--
-->☺☺☺☺ty youtube crap qual<--
(I know, the quality is beyond good & evil)
do you like it?
do you think, that something like this is possibe in Bioshock?
write what you might miss in Bioshock from a technical standpoint.
-->HQ (27mb)<--
-->☺☺☺☺ty youtube crap qual<--
(I know, the quality is beyond good & evil)
do you like it?
do you think, that something like this is possibe in Bioshock?
write what you might miss in Bioshock from a technical standpoint.
Last edited by pn18; 03-06-2007 at 01:50 PM.
Whoa that was sweet, >3 Half life. It MIGHT be possible, Like the odd tiles or whatever, Not really sure.
I'd miss not being able to hide in shadows, or make my way around parts of Rapture unseen. I really hope there's a stealth element.
Someone listed 'chameleon blood' as a plasmid, which could be a stealth component.
Neat video, but highly unrealistic. If they wanted to do it right, it would be like the engine that F.E.A.R. and Condemned use -- beautiful destruction and dust clouds everywhere with cracking tile etc...
Pretty cool stuff!! The tiles could definitely be used to conceal hidden clues or even passageways to other areas. The video would've been even better if Pink Floyd's album covers were hidden underneath.
Although this might be a good idea in a different game, I wouldn't want to go around and start shooting the walls in Bioshock. After all, you are under water.![]()
BANG!
<drip>
Oops!
destructable environments r very common now, wouldnt be suprised if something like that is in bioshock.
This is really unrealistic because shooting at tiles on the wall will not make it fall. It will more likely chip and and create dust, not whole squares of tile falling down.
It depends on the tiles - the mod could have put more 'adhesive' on the tiles, but that might not have been as fun to play around with. The Source engine has a heavy emphasis on realistic physics (and apparently has been improved for the release of Episode 2). I've not played a game on the Unreal 3.0 engine, but if I'm not mistaken, the Source engine stands alone as having some of the best physics available. It would be nice in Bioshock, especially since you have a telekinesis plasmid, but I'm sure the physics they'll implement are just fine. From a realistic technical standpoint I don't think I'll miss much. The Unreal 3.0 engine appears to be pretty good (and it's implementation for this video game seems pretty good too). Good water effects? Check. Heavy emphasis on immersion? Check. The only possible improvements I'd like to see I won't know until I play the game.
It was ok as an after thought, but like you guys said, I wouldn't be doing that in Bioshock.
They use the same physics engine though, Havok. I think BioShock can just as easily accommodate features like in that video, but it's such a small detail I don't think they'd want to have that everywhere for the sake of the framerate. There's a lot more going on besides physics simulation in BioShock I don't think having a wall fill of tiles is going to add to the immersion by any big amount.
Maybe there'll be airlocks that you can trap them in. Depending on the level of interaction you might be able to trap a Splicer in an airlock as a way of influencing his behavior. e.g. getting him to drop his weapons, or getting him to divulge a door code etc.
Unless the tiles were made of Kevlar they'd probably explode into dust under the force of the blast....and shooting electricity from your hands.![]()
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It is, once you stop moving around, you slowly fade from sight until you move again (voluntary or involuntary), but you are INVISIBLE NOT INTANGIBLE, a.k.a. enemies can still walk into you, and that will let them know where youare, so don't stop in the middle of a hall
Me too, except mine was several hundred volts and I don't remember the following three minutes![]()
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Nice video.Though I'd like it better with the effects from FEAR.
And a totally destructable enviroment (like in Red Faction a few years ago, or as in the UE3 powered Stranglehold later this year) would be nice too. But because we will be underwater it would not be wise.
So, in other games, it could work but here it would be dumb, I think. It would be very hard to implement too and I'd rather they concentrate on more important things.
Good example of too much physics attentions actually hampering a game is the Counter-Strike series. They made the source edition and the engine looks good, but they added a bunch of crap props that just get in your way but react to physics... so basically you just get stuck on boxes and barrels in mid fire-fight. Implimenting more realistic damage to the environments might be a nice touch, but like someone said might not be a good idea and/or worth the time it takes when they can be fine tuning more important aspects of gameplay. As for immersion, a great story with excellent playability trumps the prospect of tiles falling off of walls from my stray bullets.
YESSIR!
I have yet to see a realistic-looking solution to destructable? environments. I know the games could do it, but programmers seem lazy. Not to sound like a complainer, but I'd sacrifice a level or two if it meant they spent more time on the interactivity of the environment.
*speaking of, why haven't we seen another tech demo similar to the Ageia one with the flying guys with tele-kinesis powers from anyone else? I was liking that directionIt sounds counter-productive to spend less time on the story and more on the environment but once you hit a certain level of Wow the environment helps the story (ala Resident Evil 4- {i know it was mostly pre-rendered backgrounds but when's the last time you were scared like that?)
Resident Evil 4 was amazing from start to finish, setting and story were great and they fine tuned the game play from average to accessable and finally allowed headshots to count. I personally think its one of the best examples of how to take a good franchise, breathe some fresh life into it, and make it better than anyone originally expected.