Twinfalls
Erudite
- Joined
- Jan 4, 2005
- Messages
- 3,903
Let me admit to the world that I thoroughly enjoyed the massively maligned 'Jurassic Park: Trespasser'.
It's *still* the game with the most 'AI'-ish creatures - ie they look less scripted than anything else out there (they weren't scripted at all, really), and somehow, despite being kind of retarded in their behaviour, they seem alive. Also it had the best water ripples ever.
I bring the topic of this game up because I just read an interview with the Gavin the Geeky about Obligon, and I note that another feature of Trespasser (apart from its physics) is only NOW being talked about as some cool new thing - its sound, which back then was dubbed (heh) 'real time foley':
It's *still* the game with the most 'AI'-ish creatures - ie they look less scripted than anything else out there (they weren't scripted at all, really), and somehow, despite being kind of retarded in their behaviour, they seem alive. Also it had the best water ripples ever.
I bring the topic of this game up because I just read an interview with the Gavin the Geeky about Obligon, and I note that another feature of Trespasser (apart from its physics) is only NOW being talked about as some cool new thing - its sound, which back then was dubbed (heh) 'real time foley':
Gavin said:Gavin Carter: One of the new features that really improves the game experience is the use of physics-based sound. We associate sound categories with material types on objects and have ways we can mix and match up sounds depending on collisions that occur in the game. So dropping a sword on the stone floor of a cave will sound different then dropping it on the floor of a wooden house. The system is global, so even things like combat sounds get modulated by it. So striking a guy in full armor will give you a nice clang, while smacking a goblin with a warhammer will give you a satisfying flesh impact sound.