• MonkeMischief@lemmy.today
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    13 days ago

    Now we need to decide in the case of collisions if:

    • Doors violently push anyone out of the way, possibly “crushing” them into walls or
    • Force themselves back closed, turning any random NPC / obstacle on the other side into an unbeatable lock or
    • Just trap an unfortunate NPC in a corner on the other side, or
    • If they use the physics system to swing open, in which case they’ll look smooth but possibly bonk the player/actor going through them a few times and could potentially (and comically) insta-kill them if physics is feeling grumpy.

    The frustratingly comedic unintended results of any choice makes for great organic marketing though.

    Gamedev is magical.

    Aside: Know what did this really well though? Resident Evil games after RE:4.

    The ability to “slowly quietly open”, and then at any time decide to violently action-hero kick it open to send a zombie on the other side flying, was genius.

    • Revan343@lemmy.ca
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      13 days ago

      Have you ever played ATV Offroad Fury on the PS2? When you reached the edge of the map, it would just fling you back towards the center.

      I propose that is how we deal with NPCs blocking doors. With negated fall damage, of course