Quote:
Originally Posted by larafan25
(Post 6036028)
I'd like to see it become unecessarily complex though. Having an underground cistern connecting two parts of the island, but also having a separate cave system which leads to another part of the island but also drops off at the underground hub.
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I quite like the idea of a dual travel system, one could be the fast travel, an underground cave network that gives players quicker access to the parts they've already visited.
Quote:
Originally Posted by larafan25
(Post 6036028)
Given the fact that the world is in hubs and not just one, I hope the walls aren't obvious.
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No dev's got that right so far (IMO), if Crystal don't either then I won't be blaming them (unless the walls are as bad as they were in Underworld). It's the limitations of the tech which is at fault more than the dev's lack of ability when it comes to walls.
Quote:
Originally Posted by larafan25
(Post 6036028)
I'm sure giant mountains will block our paths, but I hope it doesn't look out of place and I hope that when we do go into the mountainhs (if we do) that we have the freedom to fall to the ground.
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You mean like a thousand foot-tumble shown in glorious bone-breaking detail? Yeah, that would be pretty damn awesome to watch. I don't think that sort of thing is beyond a developer, the amount of open space they can cram into one area is pretty phenomenal nowadays. But I guess, in terms of a fall, it comes down to how quickly the data can be shifted about and streamed, which leads nicely on to...
Quote:
Originally Posted by larafan25
(Post 6036028)
That part isn't clear to me. If you're on a mountain in Uncharted, because everything is a set- you know you were just down at the bottom of that mountain, and are now at the top, but when you're in the top level the other level doesn't exist, so jumping off won't take you to that area because they're not connected.
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Most of the time when you're in an area where you can see for miles, like at the top of a mountain, the bottom isn't actually in the game's memory and what you're looking at when you look down is a visual trick. Falling from the top to the bottom would be dependent on what I said above about shifting the data around to actually load the bottom of the mountain. That's why tumbles like that normally end in a lousy fade to black.
Quote:
Originally Posted by larafan25
(Post 6036028)
CD seem content on convincing us that everything you see is part of the physical game world and can be accessed, and they played with that idea a bit in GOL when they spoke about seeing other parts of the level down below, knowing that you'd end up there.
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To all intents and purposes it will be that way, but it's all visual trickery. If you stand on a theoretical TR9 beach and look at a mountain in the distance, the mountain won't be the same model that you get to climb when you actually get there. That's what I think they call level of detail (LoD) management.
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