Originally posted by Bersy
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Originally posted by Destini
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In the trailers, it's like a movie that has been sped up--everything, even the physics of the whole world is on speed.
If the game engine seperated the real world pysics from the Unreal super human speed of the players, their weapons, and vehicles, then I think that would be a really good balance. For example, a player in UT can run none stop at 30 miles an hour. That's unreal. A player can shoot hundres of rounds in seconds. That's unreal. But when a car explodes, their exploding parts should not be at unreal speed. It should fall to real world gravity. When a person is running and playing at unreal speeds, and then gets shot, he should NOT drop at unreal speeds, but at real world gravity. Slow that part down. It looks like frame skipping in an animation.
In GOTY, I believe, bouncing gibs were at their own constant speed, while game speed could be adjusted. That made it more realistic and pleasing as a game. The trailers seem to be telling me that everything is on the same constant.
Besides that, I don't know if it's there or not, but is Motion Blurring in the game? The hover board samples I've seen, seem jerky and not very smooth when the player does his tricks. Motion blur could help in that regard.
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