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Precursor Provides Insight Into Character Formation and Simplified In-Game Physics

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Todays press release will focus on a few components that make up the features in which to expect in our final release. After several tests and working on optimisation, we arrived at the end result for the mechanisms mentioned below which are already being inserted into the project.

MESH COMBINING SYSTEM

In the early stages of our design process, we decided to make use of mesh combinations which allows us to integrate various aspects of a characters formation (armour, weaponry, etc) while maintaining the solid-geometry in a single object, this in turn increases the performance optimisation of gameplay.

SWING RANGE

Our recent update on the weapon attacking profile will utilise a charge and release logic, this will determine the effectiveness/damage of an attack. Charge rates will differ depending on the weapon class being used. For Example:A player using melee weapons will require a shorter charge in order to inflict any damage when compared to the charge of a sword or hammer. This is due to the fact that we have ensured the melee characters will have an extra mobility advantage to make up for the fact that they have to be in a certain range to inflict any damage on an opponent. On the other hand, players using wider range weapons will have less mobility skills, but can take advantage of the melee character cool downs as they will need a recharge to make use of their speed.It will also be possible to deflect attacks and endure lower damage by manipulating an opponent's distance of attack. This has been designed with a realistic view, so that when a character is in close proximity to an enemy with wide ranged weaponry, they will incur less damage as they will no longer be in an area where excessive damage can be inflicted, instead they will be met with a less effective section of their opponents weapon.

CLOTH SYSTEM

Lastly we have adopted to use simplified physics for the character fabrics, which in turn does a full simulation on the client side for visuals in game play, this allows for movement of external fabrics to be determined by the characters motion. This was chosen as speed controls the movement of the cloth and how much it moves, while also providing a more realistic view for the players.

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