Those are the same as walking in Casual outfit.
Besides, on places like Sur'kesh (before the bomb explodes) walking with holstered weapons works just fine...
Those are the same as walking in Casual outfit.
Besides, on places like Sur'kesh (before the bomb explodes) walking with holstered weapons works just fine...
Unfortunately I don't know any way to change the title of a thread. You're right, the one you mentioned is a better fit
I remember that quote, too. But I don't buy that it has to do with hardware-limitations (cpu/gpu/memory at least).
The animations have to be loaded anyway -you see them every time you switch to a different weapon!
I'd say the 'limitation' here is the controller-design with not enough buttons.
Yes but there is a certain amount of information the RAM can be loaded with. Maybe there wasn't enough space.
Its wrong to say "they have to be loaded anyway".
Ok I haven't played the console version of ME3 but isn't there like, NO single button you can hold in order to holster? Like holding down the reload button?
Those are the same as walking in Casual outfit.
Besides, on places like Sur'kesh (before the bomb explodes) walking with holstered weapons works just fine...
They are, but they are different anyway. In order for them to be able to be executed, they have to be loaded on memory first.
Only one of the 2 works, either gameplay with/-out holstered weapons. There is a cutscene in between which may act as a small loading screen in disguise.
I remember that quote, too. But I don't buy that it has to do with hardware-limitations (cpu/gpu/memory at least).
The animations have to be loaded anyway -you see them every time you switch to a different weapon!
I'd say the 'limitation' here is the controller-design with not enough buttons.
How large is an animation file for one type of weapon equipping?
A year or two ago, I brought up the idea of having different walking/running animations for unique species. Krogan - yes, they already have a unique animation, but they can be even more lumbering and powerful. "Dog-legged" species such as the Turians and Quarians should walk differently than their human and Asari counterparts. Maybe put a slight bounce in their step (like the aliens in the 90's film The Arrival starring Charlie Sheen).
This level of detail is certainly doable on the next generation of hardware, and frankly I expect them to ratchet up the level of detail in an effort to try and make the species even more unique, seeing them better than we ever have before.
A year or two ago, I brought up the idea of having different walking/running animations for unique species. Krogan - yes, they already have a unique animation, but they can be even more lumbering and powerful. "Dog-legged" species such as the Turians and Quarians should walk differently than their human and Asari counterparts. Maybe put a slight bounce in their step (like the aliens in the 90's film The Arrival starring Charlie Sheen).
This level of detail is certainly doable on the next generation of hardware, and frankly I expect them to ratchet up the level of detail in an effort to try and make the species even more unique, seeing them better than we ever have before.
Fair amount of details in the open world for Inquisition but not so much the character animations. I love your idea, Vorcha should be creepy little wall crawlers really. You can see in inquisition though that they've taken Tali's hand rubbing stance and slapped it on to Cassandra and Leiliana. Fear demons are green banshee's etc. So we may well get more recycled animations. Not that it ruins the game in any way but you do notice these things.
Also fairly sure that Cassandra from the waist down is actually Tali and that's why her boots are so big but meh. I'm no expert on how they do these things. Not opposed to more attention to detail by any means it shows pride in your work, provided you have the time to get it done of course.
How large is an animation file for one type of weapon equipping?
About 13,37 megabytes.
Not opposed to more attention to detail by any means it shows pride in your work, provided you have the time to get it done of course.
Well, let's hope they revolutionize atleast several aspects of the Mass Effect experience. They have been in development since mid to late 2012. And most of us don't expect it to release until sometime in 2016. Four years is a good deal of development time nowadays. Definitely enough to implement drastic improvements to the game.
Well, let's hope they revolutionize atleast several aspects of the Mass Effect experience. They have been in development since mid to late 2012. And most of us don't expect it to release until sometime in 2016. Four years is a good deal of development time nowadays. Definitely enough to implement drastic improvements to the game.
Could be, Mass effect was in development for 4 years which is a good sign. However since the world of technology moves forward all the godamn time, 4 years means they are going to have to play catch-up.
Couldn't be controller related since holstering weapons was automatic when you exited combat.
Shouldn't that be point towards: Not memory related?! ![]()
This level of detail is certainly doable on the next generation of hardware, and frankly I expect them to ratchet up the level of detail in an effort to try and make the species even more unique, seeing them better than we ever have before.
Shouldn't that be point towards: Not memory related?!
Those issues are quite serious. The part about the weapons and objects not interacting properly with bodies and other objects(such as walls) is mainly improper object collision, many games based on the Unreal engine and others have that problem, after all the character models in the games are quite simplified when compared to a real body, most of them consist of the original skeleton wireframe and a volumetric texture on top of it(at least that is how I think it is so if its not correct please do correct me) so some of the interactions that we know are supposed to be happening do not since the model does not emulate the real world in enough details.
Still there are quite a few things that have been happening in ME games that simply should not.
Omni-tools have never been properly explained, the most realistic version I can think of involves a kind of glove or bracer type of device that can be worn or directly integrated into combat suits. And since in combat suits characters wear gloves it can easily track the gestures and finger movements for input. As for manufacturing capabilities, its pretty much a mini 3D printer that uses mass effect fields for manipulation.
As for weapon holstering, apart from the animation and engine issues, the actual act of putting a collapsing weapon to stick on the armour is not that big of a deal.
There are at least two things that could be happening.
A) it has some kind physical attachment not normally visible like adhesive strip/area like velcro or a kind of a catch type thing possibly low grade magnetic
B)combat armour could have the areas designed specifically with the specific weapons in mind, a combination of low grade mass effect field with nanotechnology to hold it in place and possibly charge it.
Helmets, there I am with you completely, collapsible helmets or helmets where the visor lifts to reveal the face could be made quite easily. I think the issue is part of the same trend that Bioware has been having with the myriad of clipping issues, the default weapons suddenly springing in at cut-scenes in ME3. they are all the same kind of problem. Requires more work, much higher attention to detail.
For example have you noticed in the club in ME3 on Citadel if you look down the other "people" are not even textures properly, just blank grey props.
I don't know if this has been posted but biotics should have shields just like everyone else. Barrier is simply an additional option for them.
Armor should also be an additional bar for characters actually wearing it like the justicar and such. Others like the drell have no armor bar because a cool looking trench coat outfit isn't armor. Movement and cooldown speed could be used as a benefit or detriment depending on your setup.
they could easily add a system like ME1, with the barrier thing a togglable ability, and then armour variants depending on the class you are, for example light armour adds to biotic and tech regen speeds(because people dont tire out so fast in it). For chars like Samara or Thane, their battle outfits would be basically their normal outfits + a bit of extra protection, like wearing heavier clothing or a jacket. After all I imagine they would primarily rely on their shields and their agility to evade damage. Same goes for other irregulars like Jack, EDI, Kasumi, Miranda they are not supposed to fight on the front lines and take hits. Chars like Kaidan/Ash, Garrus, Zaeed, Grunt and other more soldier type characters are supposed to be in armour. They are supposed to know how to move properly in it from their training.
I think its important especially for a game that has such strong characters to have the look and design of the characters preserved, but Bioware as always went too far in that direction in ME2 compared to a much blander ME1(admit it, the armours did look pretty much the same)
they could easily add a system like ME1, with the barrier thing a togglable ability, and then armour variants depending on the class you are, for example light armour adds to biotic and tech regen speeds(because people dont tire out so fast in it). For chars like Samara or Thane, their battle outfits would be basically their normal outfits + a bit of extra protection, like wearing heavier clothing or a jacket. After all I imagine they would primarily rely on their shields and their agility to evade damage. Same goes for other irregulars like Jack, EDI, Kasumi, Miranda they are not supposed to fight on the front lines and take hits. Chars like Kaidan/Ash, Garrus, Zaeed, Grunt and other more soldier type characters are supposed to be in armour. They are supposed to know how to move properly in it from their training.
I think its important especially for a game that has such strong characters to have the look and design of the characters preserved, but Bioware as always went too far in that direction in ME2 compared to a much blander ME1(admit it, the armours did look pretty much the same)
DAI recognises your class, after all the whole thing with lighting magic torches, bashing through walls, picking locks. That is all class locked stuff.
As for ME, yeah the first one did kinda with the tech unlocking abilities but it was all gone in ME2 and 3. But I think its going to happen only if the next game is not such a constant warzone. Something to do outside of the fighting and talking.
Making Shepard's class have a bearing at a cutscene wouldnt be so hard, but it would require making more than one, and the previous ME games were limited by size to 2 dvd's for some reason, on xbox that is.
Making Shepard's class have a bearing at a cutscene wouldnt be so hard, but it would require making more than one, and the previous ME games were limited by size to 2 dvd's for some reason, on xbox that is.
Actually it's a long-standing flaw with the Unreal 3 engine that cutscene characters can only use one weapon - Gears of War also suffer from this.
The animations already exist, but Unreal 3 demands that you go through the entire process of making a full new cutscene for each weapon .. and with 3 characters with 2 to 5 different weapons each that a lot of work for minimal payoff.
I'm just praying the game recognises Shepard is an Adept and not a simple soldier in cutscenes.
Small start of this in DA:I, cause when you kill the Corypheus' dragon the cutscene is dependent on class (base class though, not specialization). That's way too little though, there should be more throughout the game.
But I suppose all that takes a tonne of time and money.
I'd be surprised if we don't get class-specific cutscenes. The one in Omega was considered one the best things about that DLC and the team behind Omega is now working on ME:Next.
I also quite enjoy background-specific dialogue options in Dragon Age Inquisition. Only seen them on YT but there seems to be quite a lot of those.
@Katamuro - that B option about weapon holstering is the one I suggested to implement. Have specific areas where a weapon can attach to and outline them visually on the armor, like a unique texture. That way you know where the weapon sticks ![]()
On the omni-tool, from one of the concept art images I got the idea that they redesign the tool, or at least give it new functions. Seems a perfect time to detail it a little more ![]()
Yeah I would love more dialogue from the squaddies.
Actually it's a long-standing flaw with the Unreal 3 engine that cutscene characters can only use one weapon - Gears of War also suffer from this.
The animations already exist, but Unreal 3 demands that you go through the entire process of making a full new cutscene for each weapon .. and with 3 characters with 2 to 5 different weapons each that a lot of work for minimal payoff.
I never knew that -I always assumed that the ingame cutscenes could also operate with something similar to switch-cases.
Thanks for the clarification!
Slightly related to this: How are the cutscenes in DA:I? In the frostbite-titles I know there are almost only pre-rendered cutscenes, and very little ingame one.
So, do DA:I ingame-cutscenes (if they exist) use the right equipment? If not, there is likely a similar limitation present in ME:Next