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The prolifik studios Dev blog. showing off our latest games and holding your hand along the way. my name is David Chima and I am the Artist and creative lead of all current projects that we are making. my lead programmer is Kevin Wittenberg. we also partner with sound dialect. What we hope to achieve is creating fun games with massive amounts of content and replay ability.
easy controls and game play that appeals to new comers and hardcore we are currently working on shadow fox.

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The future: every action has a reaction (sorry dtoid this is the original)
prolifikstudio | 3:01 PM on 01.28.2010 6 comments


The future: (every action has a reaction)
The month is almost over and I have seen some great articles about what is going to happen next in the game industry. Seeing recent positive events occur over a short period of time I would have to say great and exciting things are happening. We are definitely in a very important era of technological advances. If you were born yesterday your where born into a world with better technology than I was in 1989 the start computers that will soon be faster than the human brain and almost everything is touch screen listening to the state of the union I hear that our president is focused on solving our problems now without delay. I see innovation coming out quicker than ever. If you have an idea and access to the internet then your voice can be heard quicker than ever. New sub cultures have been developed meeting people over the internet isn’t as frowned upon as it used to be and people that play video games are not deemed social rejects or misfits. Most importantly (for the sake of this post) video games are getting more realistic than ever before.
With this said let me bring you to the main focus of my topic cause and effect. Remember back in the day when you would shoot a brick wall with a rocket launcher and all you would get was an explosion and no burn mark? Well I certainly do that was a very long time ago nowadays it is all about the realistic destruction and reaction of every individual object in the game. Helped by physics game developers can calculate where an object was hit, the density of the object and the distribution of energy in order to make that wooden crate or whatever flies realistically into a million pieces. This is not the only innovation we have seen within the last couple of years; with Rockstar’s rage engine objects can display unscripted physical change to objects, this means that it will be very hard to see the same damage done to an object. Another great example by Rockstar is their use of the euphoria engine models react realistically to where they have been hit and stumble according to gravity. Now that I have finished kissing Rockstars shiny well licked buttocks let me progress to what I think the future has in store for us.
1. Total communication between objects. To further realism in video games I believe that game designers will develop an even better network of communication between game objects this means the box, body, water etc will be fully aware of force taken or object associated with and react accordingly and realistically to stimulus.

2. Ai that feels pain realistically. Yes this has been the gripe of all my game play, I shoot an enemy with a shot gun and the bastard is still shooting at me. Or I hit a guy in his leg and he just keeps on walking. In the next couple of years I believe we will be seeing more realistic reactions to damage taken I hate to mention their name again but yes in The Euphoria engine did a great job at this in Grand Theft Auto 4 and valve did actually show physical damage being done in l4D2

3. Armor will be position based. I notice in a lot of games when you where body armor you have no idea whether or not your body armor is protecting you when you are hit unless it is like Golden Eye where you basically have extra health, but for other games it is much like taking random less damage. Developers are trying to create surfaces that block according to position on the body and caliber of bullet received.

4. Destruction. As we can see with the Frostbite engine almost every wall and building is destructible an even better example is Red faction guerrilla. The next step is making absolutely everything destructible Even if it means tunneling so deep you get bored.

5. Finally let’s talk about the choices you make and how they affect the player later on for example games like Mass effect, Fable, etc the next step would be to make a choice that would affect you negatively and actually be able to counter that negative effect with another choice.

Cause and effect will always be improved upon as games advance and realism becomes a key feature to developing a successful title. The more realistic your Game is the more fair it is and blame will shift away from crappy mechanics that are not well utilized. I believe the Source engine and Rage engine are great examples of how realism can rally improve game play. Sometimes it is not always about graphics.

The future is quickly approaching I dream of the day when I can see a body of a fallen player and disgrace it even more by realistically shooting it to the bone. But for now here’s hoping to a better tomorrow



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4 comments | showing # 1 to 4
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Occams electric toothbrush's Avatar - Comment posted on 01/28/2010 15:45
Occams electric toothbrush
Daft Punk sure is neat.
prolifikstudio's Avatar - Comment posted on 01/28/2010 17:13
prolifikstudio
thank you Elsa and others by the way.
phantomile's Avatar - Comment posted on 01/28/2010 18:02
phantomile
I hate you so much.
Elsa's Avatar - Comment posted on 01/28/2010 19:54
Elsa
AI that feels pain... yes! That would actually be a big improvement and impart more consequences to our ingame actions.

Good blog! You have some really interesting ideas there (though you may want to run a grammar checker... this would have been much easier to read if you had put in more periods to make some shorter sentences, and if you had used commas to impart natural breaks).

Some of these are slowly coming to pass. I think that Dragon Age Origins did a remarkable job of having choices... but also having unexpected consequences. Some of these couldn't be changed (particularly if you lost a party member) but others could. It was actually fairly realistic... some party members personalities couldn't abide certain choices or actions and it would be unrealistic for them to stay.

On armour... I just wish devs were much more specific. Light/heavy armour choices are often given but rarely do they give the actual "health" related benefits in numbers. The same is true for head gear, there should be more specifics regarding the benefits.
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