Fingernail on 18/7/2006 at 18:40
9 month old gameplay isn't as polished or final as it will be upon release.
SHOCK
New Horizon on 18/7/2006 at 18:45
Quote Posted by ToolFan2007
Ragdolls are very TDS-like, in fact they seem to fall like a sack of potatoes and fall through things, worst example at 2:16.
This I just find bizarre, because they're the furthest thing from TDS ragdolls my good man. :) Not once do you see a broken spine position...or a rubbery body. They fall more rigidly, like a person. Currently they fall like a sack of potatoes because there are no death animations. So, if you mean they look TDS-like in that the characters 'fall down'...then yes, I see your point.
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Things look a bit out of scale. For example the steps at 1:49 seem way too big and look like they were made in a rush.
Rope arrows look like you're swinging on them from a few feets away.
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Doors look like they can be frobbed from a long distance.
They're set to be frobbed from the same distance as in Thief 1 and 2.
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That noise when you take loot needs to be removed. Sounds like it's been ripped from a SNES game.
That's just from the compression, it sounds perfect ingame.
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Apart from that it looks alright.
Thanks! Your glowing enthusiasm is appreciated :thumb:
By the way, did you read the first post where all this was explained?
A good majority of the footage is rather out of date since it was recorded back in October. There are no death animations and the maps you are seeing aren't
'real' maps, they're just our tech maps for testing. It's not perfect, but we really needed to put what we had out there and move on to other things. This will still give you an idea of how things can look later down the road, and considering we still have another two years ahead of us, some great things have yet to happen.
I'm all for constructive criticism, so don't take this as me being offended. We're simply aware of everything you pointed out.
ZylonBane on 18/7/2006 at 19:20
Dude, did you forget who it is that you're responding to?
Ishtvan on 19/7/2006 at 01:05
Quote Posted by ToolFan2007
Rope arrows look like you're swinging on them from a few feets away.
Yeah, generally your arms are a few feet long. Would you prefer we put the rope right in your face so that it obstructs most of your view?
[EDIT: Nevermind.]
sparhawk on 19/7/2006 at 17:04
But it would be realistic. :)
Thirith on 19/7/2006 at 17:24
Don't give oDDity any ideas! :p
ToolFan2007 on 19/7/2006 at 18:24
Quote Posted by Ishtvan
Would you prefer we put the rope right in your face so that it obstructs most of your view?
So all three Thief games had a rope that obstructed your view? :tsktsk:
Ajare on 19/7/2006 at 18:36
Quote Posted by Ishtvan
Yeah, generally your arms are a few feet long. Would you prefer we put the rope right in your face so that it obstructs most of your view?
You'd have to be ridiculously strong to climb a rope like that. In fact it may not even be physically possible.
You could try blurring the rope out when it gets close. If TDM does have such great mantling physics, then I don't see why you shouldn't try for equally great climbing physics.
Ishtvan on 19/7/2006 at 19:18
Quote Posted by ToolFan2007
So all three Thief games had a rope that obstructed your view? :tsktsk:
The two Thief games with ropes did not obstruct your view with the rope because they set you back from the rope, like we did. The distance we set you back can be tweaked, and will probably be tweaked before the final release just like every other tweakable parameter.
@Ajare: I'm not claiming that people realistically climb ropes like that (although it is possible to hang from the rope like that once you're up). It's a concession to let you see around without the rope blocking your view. In reality, your field of view is much wider than what you see in a game, so it's easier to see around things in front of you. If you want a rope climbing system with a blurred out translucent rope right in your face that simulates stereoscopic vision, you're welcome to write some code or put a mockup together yourself to convince everyone that it would feel more natural.
Ajare on 19/7/2006 at 19:48
No need for stereoscopic vision, just a simple depth-of-field effect. I don't have time to learn the Doom3 SDK and implement it, and I'm sure you don't have time to test it, either. No worries though, it's a simple enough effect and I'm sure your graphics coders will know know whether it's worth it. 'Twas but a suggestion. :)