EatChildren
Currently polling second in Australia's federal election (first in the Gold Coast), this feral may one day be your Bogan King.
There I was, furiously masturbating thinking about TimeSplitters 2, and I was reminded of a curious detail quirk (if my memory serves correctly) the developers bothered to program.
For a prop asset for some levels, usually those that satire gangster and noir, the devs had modelled wine barrels. Not unusual for a game, these appeared in cargo warehouses and, of course, mafia mansion wine basements.
Like a lot of games, the barrels were programmed with a decal 'leak' effect whenever they were shot. Hit them with a bullet, and a crimson coloured liquid would spray out of the hole. What I figure most people didn't note however, is that barrels seemed to keep track of their liquid volume and position of the bullet hole, leaking the appropriate volume relative to the hole's position.
So, for example, if you shot the barrel near the top it would only leak briefly. Yet if you shot the bottom it would take longer to empty. Additionally, if you shot another hole above your original hole, no wine would leak out, as logically the wine above the original penetration was now all over the floor. But if you shot below? Wine would spill.
It's possible I'm remembering this wrong, so I'd like to go and test it again, but I remember being baffled and impressed at this little attention to detail all the way back then.
So that's what this thread is about: quirky attention to detail in older (last gen+) games. Little things many may not have noticed, taken for granted, and rarely appear in even your most biggest budget modern blockbuster.
Few others:
In Red Faction (the original) the right ballistic on the right surface, eg steel instead of wood, shot at the right angle, would cause shots to ricochet. There was even a separate impact decal, a scrape instead of a hole, to show this. If I recall correctly, if you were really crafty with your angled shot you could ricochet the shot off two surfaces, eg: from the floor, to a wall, impacting on the third surface hit.
Perfect Dark has a ridiculous attention to detail, especially for it's time. Separate impact decals for different surfaces, bullet penetration based on surface and ballistics, and accurate simulation of ejected shell fall. EG: if your shells take longer to hit the ground, such as falling off a higher ledge, the sound bite of them landing will be timed accordingly.
For a prop asset for some levels, usually those that satire gangster and noir, the devs had modelled wine barrels. Not unusual for a game, these appeared in cargo warehouses and, of course, mafia mansion wine basements.
Like a lot of games, the barrels were programmed with a decal 'leak' effect whenever they were shot. Hit them with a bullet, and a crimson coloured liquid would spray out of the hole. What I figure most people didn't note however, is that barrels seemed to keep track of their liquid volume and position of the bullet hole, leaking the appropriate volume relative to the hole's position.
So, for example, if you shot the barrel near the top it would only leak briefly. Yet if you shot the bottom it would take longer to empty. Additionally, if you shot another hole above your original hole, no wine would leak out, as logically the wine above the original penetration was now all over the floor. But if you shot below? Wine would spill.
It's possible I'm remembering this wrong, so I'd like to go and test it again, but I remember being baffled and impressed at this little attention to detail all the way back then.
So that's what this thread is about: quirky attention to detail in older (last gen+) games. Little things many may not have noticed, taken for granted, and rarely appear in even your most biggest budget modern blockbuster.
Few others:
In Red Faction (the original) the right ballistic on the right surface, eg steel instead of wood, shot at the right angle, would cause shots to ricochet. There was even a separate impact decal, a scrape instead of a hole, to show this. If I recall correctly, if you were really crafty with your angled shot you could ricochet the shot off two surfaces, eg: from the floor, to a wall, impacting on the third surface hit.
Perfect Dark has a ridiculous attention to detail, especially for it's time. Separate impact decals for different surfaces, bullet penetration based on surface and ballistics, and accurate simulation of ejected shell fall. EG: if your shells take longer to hit the ground, such as falling off a higher ledge, the sound bite of them landing will be timed accordingly.