I want a game where you start at any scale you choose, and it's a fighting game and you get progressively smaller or larger as time passes, so you could be fighting in a room and you grow larger and larger (well, you and your enemy) and break through the ceiling and soon it's like Godzilla or some shit where you're using buildings as clubs and after that you are soon large enough to throw planets at each other or suck energy from the sun and soon galaxies are your weapons or maybe you start at a molecular level or get smaller so you use pencils as weapons.
FALSE EDIT: And where on the screen would be 'behind' you?
on a scale from 0-100, where 0 is the left side of the screen and 100 is the right, 25 and 75, if I'm visualizing it properly. It may also be 0 and 100, I suppose. :edit: actually, thinking a bit more on the matter, I think 0 & 100 is the right one, 25 and 75 is for something like 720, which would be REALLY nutty.
NEO|Phyte on
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
wow that was simply amazing. They need to make that into either an FPS or a dragon ball z game. I know that sounds pretty weird, but imagine fighting in dense city throwing the enemy through like 4 buildings and just watching that unfold. The computer you would need for that would be atrocious though, there was slow down in there footage reel there and most of that wasn't textured or had shadows and light.
With current next generation Graphics cards getting more and more powerful and using the GPU to caclulate physics with CUDA I can see this kind of stuff happening fairly soon.
wow that was simply amazing. They need to make that into either an FPS or a dragon ball z game. I know that sounds pretty weird, but imagine fighting in dense city throwing the enemy through like 4 buildings and just watching that unfold. The computer you would need for that would be atrocious though, there was slow down in there footage reel there and most of that wasn't textured or had shadows and light.
With current next generation Graphics cards getting more and more powerful and using the GPU to caclulate physics with CUDA I can see this kind of stuff happening fairly soon.
I hope so the only thing that seemed off thinking about was the impact points. It seemed like instead of a flast surface hitting the said wall it was a board with lots of tiny needle points. It's kind of hard to explain, but everything seemed to splinter to much
Still though it was quite amazing and I can't wait for it
Okay, with the 360 vision thing....couldn't that just be 3rd person and save my head from breaking? I'm not really wrapping my head around how that would look very well.
I want a game where you start at any scale you choose, and it's a fighting game and you get progressively smaller or larger as time passes, so you could be fighting in a room and you grow larger and larger (well, you and your enemy) and break through the ceiling and soon it's like Godzilla or some shit where you're using buildings as clubs and after that you are soon large enough to throw planets at each other or suck energy from the sun and soon galaxies are your weapons or maybe you start at a molecular level or get smaller so you use pencils as weapons.
One day I am hoping for a war game, battlefield style with vehicles and infantry, that has a truly destructible environment. That would make multiplayer sessions so incredibly different every time. The amount of network traffic alone would be a big bottleneck today, let alone the actual destruction technologies.
I mean the area in a complete circle around the character represented on a standard television.
Hello, Nausea.
I suspect you could try this in UTClassic by editing the ini and increasing the view angle... or whatever that setting's called. It's the setthing you manually alter to run UT on Widescreen monitors.
I do not have Unreal Tournament. Is it possible to increase the view angle in the Morrowind construction set?
In terms of animation, I want to see emotion involved in the motions. Characters in games have run cycles, for example. Games would be great if they had different cycles for running into battle, running away from battle, running to try to save a loved one, running away from a natural disaster, etc. In Gears of War, there ought to be different animation for reloading, active reloading and ALMOST getting it right, active reloading and totally missing it, and such. The new Brothers in Arms game seems to be doing some of this with the main character's reactions while being shot at, but many of the more basic anims in that game don't look very good at all.
This is an interesting idea.
A friend of mine that worked on Blue Dragon as an animator told me that the main character has different base animation sets according to his age as he progresses through the game. That sounded pretty cool too and is somewhat similar to what you are suggesting.
A botched active reload in GoW adds a bit to the animation, to cover the increase in the reload time as your guy tries to clear the jam.
I mean the area in a complete circle around the character represented on a standard television.
Hello, Nausea.
I suspect you could try this in UTClassic by editing the ini and increasing the view angle... or whatever that setting's called. It's the setthing you manually alter to run UT on Widescreen monitors.
I do not have Unreal Tournament. Is it possible to increase the view angle in the Morrowind construction set?
That is disorienting, but it includes the top and bottom fields of view. I'm thinking more a panoramic composite of everything you would see if you turned completely around.
That is disorienting, but it includes the top and bottom fields of view. I'm thinking more a panoramic composite of everything you would see if you turned completely around.
There is this, but I doubt they've got it working for Morrowind.
One day I am hoping for a war game, battlefield style with vehicles and infantry, that has a truly destructible environment. That would make multiplayer sessions so incredibly different every time. The amount of network traffic alone would be a big bottleneck today, let alone the actual destruction technologies.
Didn't you just describe the upcoming Red Faction?
I want a game where you start at any scale you choose, and it's a fighting game and you get progressively smaller or larger as time passes, so you could be fighting in a room and you grow larger and larger (well, you and your enemy) and break through the ceiling and soon it's like Godzilla or some shit where you're using buildings as clubs and after that you are soon large enough to throw planets at each other or suck energy from the sun and soon galaxies are your weapons or maybe you start at a molecular level or get smaller so you use pencils as weapons.
Think about it
I was so excited I didn't use any periods.
I want this game.
Katamari Damashii + Gurren Lagann?
InitialDK on
"I'd happily trade your life for knowledge of my powers."
-Louis C.K.
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FandyienBut Otto, what about us? Registered Userregular
One day I am hoping for a war game, battlefield style with vehicles and infantry, that has a truly destructible environment. That would make multiplayer sessions so incredibly different every time. The amount of network traffic alone would be a big bottleneck today, let alone the actual destruction technologies.
Didn't you just describe the upcoming Red Faction?
Upcoming Red Faction?
Another Red Faction game with big mutiplayer sessions, where, christ, where?!
Total interaction with the environment. I know some games are striving for it and alot are becoming closer and closer. But many actions you could possibly do in real life if in an FPS game...
Examples: Gun out of ammo, whip it at their face.
Pick up sand and throw it in someones face.
Light multiple fires in the grass and just let them burn.
Grab a fork and stab someone.
knock over bookshelves and whatnot to create barricades.
Etc. Etc.
I am pretty sure this is what games will be gunning for.
One day I am hoping for a war game, battlefield style with vehicles and infantry, that has a truly destructible environment. That would make multiplayer sessions so incredibly different every time. The amount of network traffic alone would be a big bottleneck today, let alone the actual destruction technologies.
Didn't you just describe the upcoming Red Faction?
Upcoming Red Faction?
Another Red Faction game with big mutiplayer sessions, where, christ, where?!
I missed the "multiplayer" thing in there. I can't find anything to confirm or deny the existence of multiplayer in Red Faction 3.
Pipe dream though it may be, I want to see a (somewhat) realistic simulation of injury. I mean as in, each monster having a defined muscular system, and if you deliver a blow to, for instance, the leg, you'll have seriously screwed up the body there, and the monster is going to basically collapse when it tries to put weight on the limb, and afterwards it has to try and get around without it.
It'd add some strategy beyond 'hit it until it's dead'.
Yahtzee posited something like this a couple of years ago. It was very rudimentary (each limb has a certain amount of hitpoints, and each of those limbs is governed by what it's connected to), but people are thinking about it.
Euphoria does something like this, but not quite.
Deus Ex did this for the main character, at least. If you got shot a few too many times in the leg, you'd move much more slowly. If you got both legs filled with lead, you'd have to crawl everywhere. Head and torso shots would just kill you, though (with enough damage).
1 is already kind of possible, just not on anything most people have.
2 is getting very close - look into the Euphoria tech demos and how it's used in GTA/Force Unleashed.
3 - you do not necessarily want to see this. More people does not mean more fun.
I must disagree on 3.
Tribes 2 still to this day was the biggest battlefield I've played... 64 people usually, but when there were 100... jesus.
I'd really, truly love to see a 'battlefield' or tribes style game that had tribes 2 sized maps with about 200+ people. If it could be worked out in netcode I feel as though it'd be intense. Or even revert back to WWII, the beaches of normandy in a complete invasian scale... or imagine having it big enough to where paratroopers are dropping in to destroy the guns in carentan firing on utah when the beach landings happened.
I mean the area in a complete circle around the character represented on a standard television.
Hello, Nausea.
I suspect you could try this in UTClassic by editing the ini and increasing the view angle... or whatever that setting's called. It's the setthing you manually alter to run UT on Widescreen monitors.
I do not have Unreal Tournament. Is it possible to increase the view angle in the Morrowind construction set?
Something I've always wanted in Freespace 2 was to have a regular gameplay view in the centre of the screen taking up around 80% of screen real estate. The border would be an (extremely distorted) high-fov image, to simulate peripheral vision. It wouldn't be enough to really see what was going on, but you'd have some idea of where enemy ships were to the sides of you.
I never really thought of it as a way to simulate peripheral vision, but it just happens to turn out working that way.
It's almost enough to make me want to look through the FS2 source code.
I'd like to see better object interaction. i.e no clipping, models holding object weirdly, etc.
Dynamic changes to textures. Wet, damaged, blood, tears etc..
Better shadows. The dithered shadow effect i've been seeing a lot of lately needs to be fixed/improved what ever. The shadows in Mass Effect & GTA4 are good examples of this.
A lot of the interaction stuff really can't be done because it would require way too much effort, both in terms of computing as well as actual programing/art work for such a small improvement.
Uncharted does a really nice "wet" effect after you go swimming, so stuff like that is definately possible right now (though damage will probably have to wait for more physics power)
Shadows are clearly a horsepower limitation, for what it's worth, the shadows in the PC version of ME were a lot better. Again, soft shadows are one of the things that're nice to have, but usually judged to not be worth the drawbacks to fully implement yet.
What I'd really like is for the existing DX10 effects to have more impact on real gameplay, eg. the physical soft particles in stalker:clear sky, or all the neat tricks which geometry shaders allow for.
I want a game where you start at any scale you choose, and it's a fighting game and you get progressively smaller or larger as time passes, so you could be fighting in a room and you grow larger and larger (well, you and your enemy) and break through the ceiling and soon it's like Godzilla or some shit where you're using buildings as clubs and after that you are soon large enough to throw planets at each other or suck energy from the sun and soon galaxies are your weapons or maybe you start at a molecular level or get smaller so you use pencils as weapons.
Think about it
I was so excited I didn't use any periods.
I want this game.
Katamari Damashii + Gurren Lagann?
Yeah, Katamari was in my mind when I thought this up in math class the last day of school last year.
Virtual blocks, simulating atoms only slightly... bigger, that are used to create every object IN-GAME. With different properties of detachedment and ability to absord damage before being broken off.
There's a better DMM video out there somewhere, with different kinds of materials reacting differently depending on where they get hit, how hard, etc. I can't find it, though.
2. Muscle and Bone Simulation. Animation still has a long way to go in games, I think this would help alot. In games everyones arms are very rigid, but check out the scene in The Incredibles where Mr Incredible is lifting weights with the trains. Notice that they simulate his muscles so you can see them expand and contract.
Also, it would lead to a new level of gore. Think about tearing someone apart dynamically with a shotgun. *shudder*
- I'd like to see the human body and it's functions simulated on a basic level, ie a vascular system (bleeding), nervous system (pain, reactions, etc), respiratory system (breathing, airways, etc), sensory systems (eyesight, hearing, talking, touch, etc), a skeletal structure, and AI that allows for fear and panic reactions.
Gore, sure, but it would take tactical shooters (Swat) to a whole new level.
- A Dwarf Fortress version with proper 2D graphics.
- A tactical Xcom-style game in an isometric Marble Madness environment.
- A highly realistic tactical Swat-style shooter that pits your team against the occult and mythical monsters, vampires, zombies, werewolves, etc. You don't have any magical powers, just guns, tactics, and your wits. F.E.A.R doesn't count.
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RoshinMy backlog can be seen from spaceSwedenRegistered Userregular
edited July 2008
Persistant bodies and decals.
The first UT had a mod where you could tell it to let all bodies and decals (ie blast marks, bullet holes, blood stains, etc) stay and not fade away, like they normally do. Eventually this would cause black smoke to come out of your system, but it made a huge difference to the experience.
It felt like you actually had an impact on the game world, even though no geometry was changed. It's difficult to explain, but it changed everything and we really should have the technology to do this today.
1. A game that feels more natural through making the vision more organic. As in, watching at an object for a longer time will make it look sharper, while hastily looking around is more blurry.
2. A wii-mote attached to every finger so you can litteraly crush things ^_^.
gneGne on
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Waka LakaRiding the stuffed UnicornIf ya know what I mean.Registered Userregular
There's a better DMM video out there somewhere, with different kinds of materials reacting differently depending on where they get hit, how hard, etc. I can't find it, though.
Yeah Digital Molecular matter is pretty good stuff.
I believe the best video to see is the Star Wars Unleased trailers that are popping up everywhere.
Posts
Mostly just because I can't think of any in-game justification that wouldn't sound really cheesy.
And really, how much would it add to the game?
FALSE EDIT: And where on the screen would be 'behind' you?
Think about it
I was so excited I didn't use any periods.
But the people on the Nebuchednezzar understood it perfectly.
on a scale from 0-100, where 0 is the left side of the screen and 100 is the right, 25 and 75, if I'm visualizing it properly. It may also be 0 and 100, I suppose. :edit: actually, thinking a bit more on the matter, I think 0 & 100 is the right one, 25 and 75 is for something like 720, which would be REALLY nutty.
Warframe/Steam: NFyt
In-game justification: it's a feature in your helmet. Example? Mandalorian armor.
Not sure exactly how much it would add to the game, really.
"Behind" you is the extreme left and right, depending on if it's more on your left or right.
REAL EDIT: On Neophyte's scale, directly left is 25, directly right is 75.
With current next generation Graphics cards getting more and more powerful and using the GPU to caclulate physics with CUDA I can see this kind of stuff happening fairly soon.
Tumblr
I hope so the only thing that seemed off thinking about was the impact points. It seemed like instead of a flast surface hitting the said wall it was a board with lots of tiny needle points. It's kind of hard to explain, but everything seemed to splinter to much
Still though it was quite amazing and I can't wait for it
I want this game.
I do not have Unreal Tournament. Is it possible to increase the view angle in the Morrowind construction set?
A botched active reload in GoW adds a bit to the animation, to cover the increase in the reload time as your guy tries to clear the jam.
Oh, so you are a pro Quake player are ya?
http://strlen.com/gfxengine/fisheyequake/compare.html
SC2 NA: exoplasm.519 | PA SC2 Mumble Server | My Website | My Stream
There is this, but I doubt they've got it working for Morrowind.
http://wouter.fov120.com/gfxengine/panquake/shots.html
They even got it on Quake 2:
SC2 NA: exoplasm.519 | PA SC2 Mumble Server | My Website | My Stream
Didn't you just describe the upcoming Red Faction?
Katamari Damashii + Gurren Lagann?
-Louis C.K.
Upcoming Red Faction?
Another Red Faction game with big mutiplayer sessions, where, christ, where?!
Examples: Gun out of ammo, whip it at their face.
Pick up sand and throw it in someones face.
Light multiple fires in the grass and just let them burn.
Grab a fork and stab someone.
knock over bookshelves and whatnot to create barricades.
Etc. Etc.
I am pretty sure this is what games will be gunning for.
I missed the "multiplayer" thing in there. I can't find anything to confirm or deny the existence of multiplayer in Red Faction 3.
Deus Ex did this for the main character, at least. If you got shot a few too many times in the leg, you'd move much more slowly. If you got both legs filled with lead, you'd have to crawl everywhere. Head and torso shots would just kill you, though (with enough damage).
I must disagree on 3.
Tribes 2 still to this day was the biggest battlefield I've played... 64 people usually, but when there were 100... jesus.
I'd really, truly love to see a 'battlefield' or tribes style game that had tribes 2 sized maps with about 200+ people. If it could be worked out in netcode I feel as though it'd be intense. Or even revert back to WWII, the beaches of normandy in a complete invasian scale... or imagine having it big enough to where paratroopers are dropping in to destroy the guns in carentan firing on utah when the beach landings happened.
Something I've always wanted in Freespace 2 was to have a regular gameplay view in the centre of the screen taking up around 80% of screen real estate. The border would be an (extremely distorted) high-fov image, to simulate peripheral vision. It wouldn't be enough to really see what was going on, but you'd have some idea of where enemy ships were to the sides of you.
I never really thought of it as a way to simulate peripheral vision, but it just happens to turn out working that way.
It's almost enough to make me want to look through the FS2 source code.
A lot of the interaction stuff really can't be done because it would require way too much effort, both in terms of computing as well as actual programing/art work for such a small improvement.
Uncharted does a really nice "wet" effect after you go swimming, so stuff like that is definately possible right now (though damage will probably have to wait for more physics power)
Shadows are clearly a horsepower limitation, for what it's worth, the shadows in the PC version of ME were a lot better. Again, soft shadows are one of the things that're nice to have, but usually judged to not be worth the drawbacks to fully implement yet.
What I'd really like is for the existing DX10 effects to have more impact on real gameplay, eg. the physical soft particles in stalker:clear sky, or all the neat tricks which geometry shaders allow for.
Yeah, Katamari was in my mind when I thought this up in math class the last day of school last year.
It would be awesome.
I see your concept video and raise you DMM.
http://www.youtube.com/watch?v=Z734GXypSwk
There's a better DMM video out there somewhere, with different kinds of materials reacting differently depending on where they get hit, how hard, etc. I can't find it, though.
- I'd like to see the human body and it's functions simulated on a basic level, ie a vascular system (bleeding), nervous system (pain, reactions, etc), respiratory system (breathing, airways, etc), sensory systems (eyesight, hearing, talking, touch, etc), a skeletal structure, and AI that allows for fear and panic reactions.
Gore, sure, but it would take tactical shooters (Swat) to a whole new level.
- A Dwarf Fortress version with proper 2D graphics.
- A tactical Xcom-style game in an isometric Marble Madness environment.
- A highly realistic tactical Swat-style shooter that pits your team against the occult and mythical monsters, vampires, zombies, werewolves, etc. You don't have any magical powers, just guns, tactics, and your wits. F.E.A.R doesn't count.
The first UT had a mod where you could tell it to let all bodies and decals (ie blast marks, bullet holes, blood stains, etc) stay and not fade away, like they normally do. Eventually this would cause black smoke to come out of your system, but it made a huge difference to the experience.
It felt like you actually had an impact on the game world, even though no geometry was changed. It's difficult to explain, but it changed everything and we really should have the technology to do this today.
2. A wii-mote attached to every finger so you can litteraly crush things ^_^.
Yeah Digital Molecular matter is pretty good stuff.
I believe the best video to see is the Star Wars Unleased trailers that are popping up everywhere.
Tumblr
so you can break a guy's leg off
Through a plywood wall.