Attention to details thread

Attention to details

Other urls found in this thread:

baldursgate.wikia.com/wiki/Marek_and_Lothander
youtube.com/watch?v=IEFnr7wTjUM
youtube.com/watch?v=Elwb2lV88hM
youtube.com/watch?v=Lqxag2TDqtQ
youtube.com/watch?v=RV9ooD5rx1o
moddb.com/mods/gunslinger-mod
github.com/David20321/7DFPS
twitter.com/AnonBabble

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Can we do reverse attention to detail?
As in, what the fuck were the developers thinking?
If so, in Kangzfield 1, a weapon skin changes your fucking bullets in top loaded rifles. A camo rifle will load camouflaged bullets, a gold rifle will load gold bullets. Similarly, if you lie down on the ground, or are near an explosion, your rifle gets muddy, and your character will load clips containing bullets absolutely fucking covered with mud into a rifle, and it won't fuck up the inner workings. How these bullets are dirty, God alone knows, since they would usually be kept in a leather pouch, and another thing is, your rifle will get muddy, but your sleeves or arms won't, neither will your playermodel in third person.

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This was because iirc the MP7 was only just one of many guns planned to be in the game. Like there were planned to be a bunch more smgs and assault rifles.

Then really late into development they started consolidating all of the guns into just general archetypes. Like they merged all of the assault rifles together. So the SMG got the grenade launcher from another gun entirely and they didn't have time or didn't notice that it didn't have an under barrel grenade launcher.

That smaller 2nd barrel is the grenade launcher.

This is reminding me of how some people think that the SPAS 12 actually can fire two shots at the same time and that the tube on the gun is actually a second barrel.

Don't see why the thread couldn't be both

Baldur's Gate has been a blight on isometric RPGs for years. Its a shitty RPG, watered down for mass appeal with no charm and tons of references.
This quest :baldursgate.wikia.com/wiki/Marek_and_Lothander
shows how little the devs cared
This entire quest made me drop the game for good. Such a poorly coded game.
For comparison you have something like Age of Decadence which has tons more detail despite being made on a fraction of a budget and by a much smaller team.

That's not a SPAS 12, it's a futuristic double barrel shotgun on its side, silly!

Valve might actually be one of the worst developers ever when it comes to portraying firearms, even fictional ones. Good thing they'll never make any new games now.

I think being able to spend 2 ammo for a more powerful shot added a lot of fun to the gun, but in that case I really wish they added a OC do not steal weapon instead that had 2 barrels and 2 tubes or something
Just seeing it makes me mad

or just add a normal two barrelled shotgun. Would've been more realistic to get handed that from a priest in a zombie town than a fucking SPAS 12

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BRAVO KOJIMA

so much for kojima doing no wrong
>inb4 kojimaboos get ass pained

Why are we here? Just to suffer?

all that detail and the hammer isnt cocked back on the 1911..

Do you feel it, too?

because a physics autist did the physics and a libtard did the guns

people will defend this
Anyhow, despite how shitty Psychonaut is, I applaud the devs' commitment on making everyone interact with all your psychic powers regardless of whether it would be possible in a playthrough or not.
Also, picture unrelated but in Tropico 4 you could ban social media from the island and all the Twitter and Facebook icons that usually pop up near the messages would also be removed until you made them legal again.

Oh, good; someone already mentioned it.

Speaking of kojimbo
MGS2's tanker has neat rain effects. I doubt they are 1:1 accurate but the rain can stop pouring on your face if you change directions.

I remember that MOHAA had this, except shooting above the first hole didn't play the animation again. Now that is TECHNOLOGY.

Even budget titles like Gunslinger had it.

Wish I could render shit as fast as you OP
Holy shit

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Does anyone have that gif of the two rhino alien things from Ass Effect fighting that's hilariously low effort?

Should have posted the version where the character is pointing the butt end of the pistol towards the autistic MC.

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Dead Rising (original) should be on the list…
The amount of details in the interactions with the environment BURIES most games even 10 years after.
Basically anything you think should realistically happen in the situation happens.

I don't have a webm but in the first two Brothers in Arms games, whenever you were exposed to rain, you could hear the raindrops hitting your helmet. It was immersive as fuck despite the outdated graphics. I don't understand why new shooters don't implement something as simple and yet immersive as this.
The answer is because the industry is utterly worthless, I know. Don't remind me.

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I have friends who bought this game

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just use obs and ffmpeg my nigga

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I hate this type of rain effect. It's supposed to be your eyes, not a camera, that are getting rained on.

post the full thing

and how the fuck do you think it would look on your eyes? also ingame characters literally tell you to "press the action button" during codec calls, so it could very well be acknowledge it is a camera in the game

In Nano Breaker when you do a dive slide different terrain has different effects. Very noticeable later on in the Cyber tower level.
Not really a huge thing but most games nowadays don't even do this.


I hate it too but I accept it because its the only way certain effects can exist. Shit like blood on the screen in first person games or lens flare.

Forgot webm

Maybe you should go outside and find out.

What else is supposed to happen then? If you actually get water in your eyes, you reflexively blink, otherwise it would likely obstruct your view completely. How is that a good thing to happen in a game?

You could have a 2-5 frame animation that occurs every 4 or 5 seconds. I doubt it would impede gameplay that much and it might even play as an interesting mechanic and make goggles or something useful if the game allows you to costomize gear.

I find the laughter pretty distracting and I've always preferred this version.


The Alone in the Dark reboot had that. It was awful.

homosuck adventure game has an unique text for every single possible item interaction in the game.

I'm speaking in regards to doing so when something occurs to make you blink. Like smoke or rain hitting your eyes. Basically making what should be an obstruction to actually affect your gameplay. It would only work for certain games though obviously.

Details like the fact that the ejector rod goes back without him pushing on it and that it stays back even though they're spring loaded? Details like the fact that the two loaded bullets would've slid straight out of the cylinder unloading the gun like that and he would've had to load six shots anyways?

Shit details matey

so it's nearly at the point that lucasarts adventure games were at in 1993, neat

I believe you also get that effect in Bioshock 2 whenever you stand below water that's dripping from the ceiling. It's hard to hunt down footage of that, though.


Fuck, really? That sucks.

The issue is you get to a point where such realistic level of detail seeps into the gameplay but either it has an insignificant impact (in which case, it's a redundant game mechanic), or it stands out and it's a constant nuisance to the player. At that point, you might as well make it an integral part to the game, and balance the whole experience around it.
It sort of reminds me of the of the hunger mechanic in STALKER, which would fall in the former category. Not to mention mods. Jesus christ, there are so many overhaul mods that only make games bloated.

but it's still homestuck so its autism was a must for it to even exist

I think there's a level in between here where you can find a naturalized mechanic that also works well as a game mechanic provided there's thought put into it. Looking up to blink at rain for example has a lot of context for just how annoying it can be. If your level has a lot of vertical design then you would likely run into that instance of needing goggles more often where as if you were in a very horizontal level it wouldn't occur as often. You could say that this would fit in well for a survival game because you were smart enough to plan ahead and bring eye protection. A game that this sort of thing would be appropriate for is STALKER maybe.

Fuck, please tell me this is not real.

I like the Half-Life 1 shotgun better then the lazy shit that was Half-Life 2's.

Also reminder that originally the Combine were going to have the OICW as their main AR, but Valve in all of their infinite wisdom decided that it would a better idea to reuse a model from a scrapped Combine incendiary rifle even though it functioned completely differently and the reload makes no sense for a gun with a 30 round mag and a launcher that fires energy balls.

a lot of games still cant get revolvers right

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youtube.com/watch?v=IEFnr7wTjUM
youtube.com/watch?v=Elwb2lV88hM
youtube.com/watch?v=Lqxag2TDqtQ
youtube.com/watch?v=RV9ooD5rx1o

It's real. First there are female krogans everywhere (it contradicts the lore), then they seem to have forgotten that they don't fight with their tiny arms but by doing headbutts.
The entire game is fanfiction-tier by someone who might have never played a Mass Effect game.

Fuck me, I'm glad I gave up after ME2. LOL at that webm.

Right, but now the problem is, why not wear goggles all the time? So now you have to create a whole host of mechanics to accommodate that initial design choice, otherwise the system could cascade into redundancy and balancing issues. At this point, we're way past talking about the original example in that webm.

I think this is actually a very common problem, even among great games. It's also why puzzle games like Tetris are often hailed as "perfect", because there is no bloat, there are no mechanics or design choices that clash into another.

Well assuming you later level up to better gear you would most likely be wearing protective helmets with visors which are superior in every way.

If you design things to work in conjunction with other things the actual work load is reduced when you have a full list of design decisions.
Like I said before. It all has to do with the type of game you're going to make. Tetris may be a "perfect" game but only because of the type of game it is. I assume if you're going to have a game with weather systems such as rain and naturalized effects you're never going to achieve perfection in the same range as Tetris.

But you wouldn't have a reason to take the protective headgear off in the first place. So that mechanic of water running down your eyes and obstructing your view would only really be present at, let's say, the beginning of the game where you have no gear, or maybe those typical moments where the game strips you off from everything you have, and that's about it.
Even adding item durability doesn't really fix the issue, the optimal solution is still to have some kind of eye protection that you should always bring with you at all times.
This is yet another common problem with many games as they get easier as you progress and get better equipment or character skills.

Ultimately, my point is that starting off from the foundation of "what type of game would fit X mechanic" instead of the other way around snowballs into unexpected problems.

I'm pretty sure that the guy laughing is an user from around here.

And why is this an objective flaw? In Super Metroid you're weakened by something until you find an item/powerup that improves your overall capabilities. If blinking while looking up in the rain is something you're capable of avoiding in feat that it might hinder your gameplay abilities then why is deterring it with intelligence an objectively bad decision?
Well in Super Metroid the game got harder as you progressed. Making the original items you found much more useful. Assuming the game that gives you goggles to avoid rain making you blink exists, then you can also assume that without the goggles the game rewards you for thinking ahead. You could also have an inventory system that makes carrying everything cumbersome so maybe you could vote to not bring eye protection to a place that wouldn't require it.

It probably could. But problems are for the development phase to overcome. If a game ultimately comes out with the issues you presented then the problem was in the development not the actual mechanic.

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nice

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that is like a good version of a bethesda rpg where you select different dialogue options and they all have the same response

I didn't say "objective", but anyway, I've already pointed out why it's an issue: because you have no reason to ever take it off in the first place. You are equipping a set of gear that negates a bad effect completely, and you don't have to think about it anymore, and no further input is required. That is different from gaining a new ability but still have to plan how to make use of it through direct action, and what we're talking about has more to do with abstraction (fiddling with menus and stuff).

It's funny, because while that sounds fine in theory, it then brings a whole new set of issues. Now you'd have to set up your game so it has a safe house that you'll keep coming back to and store things in, or it's structured like MGSV, selecting loadouts before dropping in to the world. These things are another can of worms on their own.

What I'm saying is that starting from a specific point forces you to follow a limited creative path. It's like writing a story from a specific set of words, instead of an overarching concept.
I don't know if some people work better in such environments, but usually you start with a basic sketch and things even evolve to a completely different state.

If you were in a battlefield would you ever take off your helmet? I don't see how this is even a problem is my point. It's just an added effect that reinforces you're making a correct desicsion by negating the negative effects of not using it. If it creates a problem that makes the game to easy or hard that's one of design. I don't see how it in itself is bad however.
But in the end it's a fun feature. So as long as you're designing it well it shouldn't be an issue.
I'de say you have to start somewhere is the issue. I'de assume that both work well in certain contexts.

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Fucking consolefags

The Conker's Bad Fur Day devs commented on it while playing their games: most 3D titles of today can't even be bothered to make an animation for whenever your character is running towards a wall.

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I remember laughing at this webm once and then felt sad for all the lore that was rewritten so they could turn the krogans into a [current year+2] society.


noice

Holy shit I didn't even notice that.

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WHAT THE EVER LOVING FUCK IS THIS FRESH CANCER

I like how you can play fetch with the dogs in Twilight Princess. Random things like that make a game for me.


Clearly Symphony of the Night needs to fuck off and die, Magical Pop'n is a great game, and Pitfall: The Mayan Adventure is the elder god of video games.

It's a video game you fucking sperg, yes it is the grenade launcher. Deal with it.

This is correct, though they left out the LMG entirely and should have kept the OICW. To be quite honest it should have been MP5/MP7 with burst fire, OICW with grenade launcher, and LMG. On top of that they cut all of the cool alien weapons and fun stuff like the flare gun which pisses me off to no end, not to mention cutting most of the aliens like the Bullsquid itself so in the game we only fight some gay ass shit like humans with claws and humans with guns.

The worst part is that the AR2 is fired one handed which is fucking retarded because it looks like it weighs 40 pounds. Not that the OICW was much better in terms of logic but at least it looked cool and was unique.

SOTN is over-rated though. Super Metroid has and always will be superior.

Thread is just making me sad about what a huge letdown MGSV was, but at least it wasn't HIGH IMPACT EROTIC VIOLENCE

None of that shits fun in the leaks though

Did you even play the leak yourself? it sounds like you're mimicing what Gabe said regarding cut content in RTB. Either way, it's not an excuse for the pitiful amount of very lame weapons and aliens retail got.

I've played the leak, it's shit. Really intersting but shit

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…Aren't they in 2D?

I know it was shit, that is still not an excuse for what we got which is also shit. Read above.

wew

This.

Why would you lie on the internet?

I really wish that we could have Receiver's gun mechanics in a better game, because Receiver is pretty shit from a gameplay prospective.

A lot of VR shooter simulators feature very complex gun mechanics.

moddb.com/mods/gunslinger-mod

It's a shame that the developers pretty much abandoned it. They could have greatly expanded it, although I go back to the game every once and a while.
Both of the enemies had damagable components, if you shot the ammo box on the turret it would fire one shot and then run dry. And if you shot out the tazer on the drone it would fly autistically around you.

I thought that those mechanics were cool, but the problem is that you could never tell what was working and what wasn't until it either kills you or doesn't kill you. And in a game where you permadie in one hit, that is no way to test anything.

That's a funny way to spell Clear Sky.

The one handed AR2 is actually a glitch with the viewmodel not being fixed ever, I do believe the community update version of HL2 fixes that though.

Always online is killing my will to get this game. I really want to fuck around a new Blood Money.

The original comment was dimension-agnostic.

What are you talking about? I'm pretty sure there is two handed viewmodel animation, it's just an oversight.

there is no***

TimeSplitters 2 also did this in the Chicago level with alcohol barrels, but actually made it a mission objective on higher difficulties (optional on Normal, required on Hard). And yes a barrel wouldn't drain and fulfill the objective unless you shot the bottom and you are not told anything about the "realistic" draining.

Fuck, you reminded me.

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The retarded laugher completely ruins it.

nu-bioware writing, of course!

Perfectly natural reaction to that scene, I know it's what I'm doing right now!

Is the incredibly ugly aesthetic of that game thanks to the Hero engine or Bioware? Or is it just a shit-sandwich of both?

Both, with an added (((diversity))) and "fucking white male" quota

Reminder.

It gets quite worse, it's badly optimized, really bad, like HDD, Motherboard and GPU gets fucking killed bad.

Krogaphobe

Goddamnit, now you reminded me I'll probably never ever get to play this mod.

Reminder that this game is open sourced, someone could license it from Wolfire and make a derivative or just make free mods.
github.com/David20321/7DFPS

It was also made in 7 days by a small team.

Hjelho I ahm Rajesh, what ish yer probhlem?

Damn furries.

Let me guess, is that FakeFactory? Because anyone that has downloaded the hideous models they made will know that some of the models are nude, even though HL2 doesn't have any nude scenes, making it pretty damn clear it is for porn if it wasn't obvious already from the couple thousand of porn mods they make.

anyone that has downloaded the hideous models for Garrysmod*

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Thats nice but holy shit that fucking wallhack vision

Why can't this be real? Twitter is a cancer upon the Earth.

Its just a replacement for the map screen in Bloodmoney. The only thing it does is highlight people and interactive objects that are within a certain distance from you.

It isnt as shit as it was in Absolution, where it slowed down time, showed you all kinds of other shit and you had to use it when walking past guards

Who cares how nice the reload and bullets are if the environment looks like total shit? Not impressive.

You can turn all the nustealth meme shit off like that and quest markers, its necessary to make the game fun.

They might be friends of yours, but you're no friend of theirs.

You're a shitty friend for allowing them to buy that garbage.

Don't forget how they forced multiple genders and human identity politics into the asari, a mono-gender alien species. Pure lore rape

You can attach audio distraction to emetic poison to have someone's attention (^:

Same. It looks fun. I know they removed some of the always-online bullshit, but I was under the impression that there was still some left. Is that true?


2, Contracts, and Blood Money all had map screens, but you couldn't move around while viewing the map. You used it to examine patrol routes and see the identity of your target. You couldn't use it to autistically determine exactly when and where to throw something for the desired effect. This new wallhack vision is absolutely more casual. You can use it as a magical X-ray vision, which is not like actually looking at a map (or a real-time satellite feed, which I think was supposed to be the implication of the previous games' maps).

*You used it to see the location of your target.

That doesn't really answer my question, though.

I've always headcannoned it as the character blinks at the same time you do.

That's how it should be in every game other than SCP-containment breach (although it would be cool if you could set up some camera system that detects when you blink)

Last gamenight reminded me of the FAS SWEPs.
Fully erect.

Wrong webm for the Bull, just shows the empty reload, just fuck my shit up

You mean an OU shotgun?

what the fuck

Me and my friends all have buy/play or preorder shitty games occasionally. My friend bought, defended but later returned ME Andromeda when I thought he would rather get nier instead he still never got the game I know one guy who wants to get an XBONE because "its 100 bucks dude" despite the fact that its shit, all of his other friends has a ps4 and it not having any games. I know guys who defended DMC and dead rising 4, try to shill No mans sky to me, etc. Recently I went and preordered Monster Hunter World despite it having all of the red signs of it being a shitty game. Its like im going to purposely stick my hand in a hornets nest just because it looks like a jar of cookies knowing full well what it is.

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Finally we get mirror reflexions back in video games.

I'm more impressed by the fact that they finally made physics based object have weight.
Still not buying it.

This. Casuals will never understand.

Fucking faggot

It ain't me

I don't like how on the reload empty you eject the shells upwards


The M60, and and all of its different versions, are GPMGs (general-purpose machine gun) like the MG 34 and 42


Get your shit together

What if said gear degrades over time, like the goggles get scratches and stuff to the visibility gets worse during nights and if the sun is shining in your face?

As nice as this is, the fact that it still has the sound effects of shells hitting a hard floor ruins it.

It saddens me deeply that the best Hitman game on the market got completely ruined by horrible optimization and always online.

You know it really reminds me of the movies you'd make in The Movies.

confirmed casual. only faggots and idiots played anything easier than hardest difficulty which blanks out your fucking map and you can do none of that. nuhitman you can toggle that shit off if it makes you go into an autistic rage that much

I hope you're being paid well.

im saying complaining about it makes you autistic you fucking fool since its togglable

Using hitman™ vision™ also prevents you from interacting with things or shooting.
Speaking of dude weed

Is there a patch for the pirated version to allow the online-forced content to be used offline? The game is sandbox-only and it gets boring quickly.

What is so hard about mirror reflections exactly? They had this in PS1 of all places. Like I've heard that the two go-to modes are to make an exact replica of your character that spawns once you get in the mirror on the other side of the room and/or to make a secondary camera that replays what you're doing at another angle, but is it possible that in 20 years' time of tech improvements no one found a better solution?

Too much effort, goy. Enjoy your non-reflective surfaces.

This one doesn't either since the extractor would push all the shells out, not just the expended ones.

Its not just mirror reflections. Compare the reflections in a modern game to something like Dead Rising 1's servbot head.

you make a secondary viewport but then you have to program the mirror effects (colors, angles, distortions) and then you have to make it pretend it is a texture on a wall, its not hard at all but takes time to add up all the details.

Because publishers want a quick product that will only sell due to day one hype.

I understand, but look at how much effort is put in so many other terrible AAA titles to make sure some details are up to standards. How's it possible that such a simple concept can't be found anywhere and devs have to masquerade it all the time?

Aren't they both super hardware-intensive if not done right and just a light mask though?

You load ballistic gel canisters into it which fills up the spherical reservoir. Then it forms the gell into projectile slugs and shoots them. As you fire, the juice box on the side drains and you can even see it slosh around.

Hey that sounds pretty coo-
oh never mind.

There's a lot of that's pretty cool but… in Destiny. It sucks that it sucks.

Yeah, attention to detail can make a good game into a great game, but it can't save a bad one.

because it's like 2x the rendering + a bit more if you want to slightly refract the image, but lowering the resolution of the viewport is also another option to save speed