• SkunkWorkz@lemmy.world
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    2 days ago

    Game director : we’re gonna add interact-able doors with proper door opening animations for the characters

    The game designers:

    The programmers and artists:

    The producers:

    • MonkeMischief@lemmy.today
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      2 days ago

      Now we need to decide in the case of collisions if:

      • Doors violently push anyone out of the way, possibly “crushing” them into walls or
      • Force themselves back closed, turning any random NPC / obstacle on the other side into an unbeatable lock or
      • Just trap an unfortunate NPC in a corner on the other side, or
      • If they use the physics system to swing open, in which case they’ll look smooth but possibly bonk the player/actor going through them a few times and could potentially (and comically) insta-kill them if physics is feeling grumpy.

      The frustratingly comedic unintended results of any choice makes for great organic marketing though.

      Gamedev is magical.

      Aside: Know what did this really well though? Resident Evil games after RE:4.

      The ability to “slowly quietly open”, and then at any time decide to violently action-hero kick it open to send a zombie on the other side flying, was genius.

      • Revan343@lemmy.ca
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        2 days ago

        Have you ever played ATV Offroad Fury on the PS2? When you reached the edge of the map, it would just fling you back towards the center.

        I propose that is how we deal with NPCs blocking doors. With negated fall damage, of course

        • MonkeMischief@lemmy.today
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          16 hours ago

          Haha that does sound slightly familiar! Like Mario Kart’s Lakatu on steroids. 😂

          Lol okay solved! Colliding with an opening door just yeets an NPC (safely) out of the way.

          Haha there needs to be a “monkey’s paw” community but around what new bugs pop up when someone proposes a fix for a mechanic.


          New bug report: Essential NPC unable to be interacted with because they walk toward the door to greet the player and get clipped through the opposite wall at high speed.

          Sometimes they fall through the map and the game crashes when they reach -9999 meters, other times they die intersecting the wall and it soft locks the main quest.


          Fun story rq: Deus Ex: Human Revolution had the most bizarre bug where, if you talked to a gang before getting the quest to go clear them out, on the second visit one of them would just spawn… like…on the moon, apparently? (A ridiculous distance upwards, not even visible except by objective marker) Made the quest unbeatable until they patched it hahaha.

        • chellomere@lemmy.world
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          2 days ago

          Wow, memory unlocked! Motocross Madness did this too, if you managed to drive up the giant wall surrounding the world. I checked, and it turns out both these games were developed by the same company, Rainbow Studios, so probably they used the same engine.

    • propitiouspanda@lemmy.cafe
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      2 days ago

      Legend of Zelda did it well.

      Honestly, I think a major issue with doors is that they just slow down gameplay.

      It’s like coming across a ladder only every building has one.

        • MonkeMischief@lemmy.today
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          15 hours ago

          I actually felt like the Elder Scrolls games handled this elegantly. The interactable doors could be wonky but also strategic, but for cell changing doors, on today’s hardware you barely even notice the loading screen.

          It felt like it kept each area of the game nice and concise, but also it still felt so connected! Especially with how characters could follow you between cell changes after Morrowind. (SURPRISE, pants-ruining Oblivion guard jumpscare!)