You can actually implement trains by making the landscape around them move and have the train itself stay still. Much easier than having to deal with the headache of moving trains. Edit: *some trains
This is a very cool technical solution. Additionally, floating point errors become more significant as things move away from the origin point, so instead of having to 're-base' the character all the time, why not just move everything around them instead?
I have the feeling that your next video MIGHT be about AC: Syndicate. :P And that's a surprisingly deep analysis. When I saw the title I thought it was something about how usually cars are the main mode of transportation in games set in a somewhat modern setting with trains being reserved for fast travel and set pieces, but bringing the historical significance of trains into the mix was an interesting twist.
I actually cut a big AC: Syndicate tangent to tighten up the script, so you're not far off! Same reason I didn't include 'typical' train uses, though those are also important.
The trains of Fistful of Frags still stick out to me, some of the goofiest and most fun moments I've had in a deathmatch game stem from them. They're usually pretty small and vary in their use depending on the level, some maps have them on a loop around the area where players can start and stop them while in others they'll just occasionally pass through one end of the map to the other and out of the playable area automatically. In lots of cases they carry weapons onboard as well which ends up creating this scramble to get on, grab your gear, and get off before it exits the map or somebody else boards it trying to do the same thing. Gets extra hectic when somebody decides to chuck some dynamite onto it.
Oh wow, it's been a long time since I played Fistful of Frags. What a beaut of a game. I love the trains being a more passive element in the map design - sort of reminds me of the moving platforms in The Finals. Love me some dynamic elements. @@lord_razur
Ooh, now there's a good shout. Great one to think about too, since the devs had to make conscious design changes as they moved away from Sunless Sea's boat theming. ...train on the water, boat on a track
Airconditioning the NYC subway was deemed too expensive with even modern tech. They'd have to either cool the entire network, tunnels included, or build huge airtight doors at each station
In depth and enjoyable as always! However with the new avatar and that voice, don't tell me you're gonna add "just a girl" in your bio. You know what I mean.
You can actually implement trains by making the landscape around them move and have the train itself stay still. Much easier than having to deal with the headache of moving trains. Edit: *some trains
This is a very cool technical solution. Additionally, floating point errors become more significant as things move away from the origin point, so instead of having to 're-base' the character all the time, why not just move everything around them instead?
I have the feeling that your next video MIGHT be about AC: Syndicate. :P
And that's a surprisingly deep analysis. When I saw the title I thought it was something about how usually cars are the main mode of transportation in games set in a somewhat modern setting with trains being reserved for fast travel and set pieces, but bringing the historical significance of trains into the mix was an interesting twist.
I actually cut a big AC: Syndicate tangent to tighten up the script, so you're not far off!
Same reason I didn't include 'typical' train uses, though those are also important.
So, what decides if a train is a worthwhile addition? Let me know some of the good and bad of trains in games!
The trains of Fistful of Frags still stick out to me, some of the goofiest and most fun moments I've had in a deathmatch game stem from them. They're usually pretty small and vary in their use depending on the level, some maps have them on a loop around the area where players can start and stop them while in others they'll just occasionally pass through one end of the map to the other and out of the playable area automatically. In lots of cases they carry weapons onboard as well which ends up creating this scramble to get on, grab your gear, and get off before it exits the map or somebody else boards it trying to do the same thing. Gets extra hectic when somebody decides to chuck some dynamite onto it.
Oh wow, it's been a long time since I played Fistful of Frags. What a beaut of a game. I love the trains being a more passive element in the map design - sort of reminds me of the moving platforms in The Finals. Love me some dynamic elements. @@lord_razur
good video but i am thoroughly disappointed that Sunless Skies didnt get mentioned
Ooh, now there's a good shout. Great one to think about too, since the devs had to make conscious design changes as they moved away from Sunless Sea's boat theming.
...train on the water, boat on a track
Airconditioning the NYC subway was deemed too expensive with even modern tech. They'd have to either cool the entire network, tunnels included, or build huge airtight doors at each station
That's fascinating. Definitely explains why it felt like a huge slow cooker when I was in NYC! Guess it's a hard thing to retroactively include
What game is at 5:14 ?
Call of Juarez: Gunslinger
babe wake up new game revo vid
In depth and enjoyable as always!
However with the new avatar and that voice, don't tell me you're gonna add "just a girl" in your bio. You know what I mean.
Before I watch this, I'm guessing Red Dead 2 might appear.
Red Dead 2 appeared.
It was mandatory
I like trains
Hey what's the name of the game you brought up how the interior design changed once he updated the story?
Oh nevermind
the fortnite train is pretty fire