» Wed Sep 01, 2010 4:49 pm
Climbing will be a next gen thing. Especially as fluid animation systems get better and better. Soon it will be easy to implement Assassin's Creed climbing in most games, afaik, their engine is designed around this climbing mechanic, where anything that protrudes by a certain amount is climbable. That's pretty outstanding tbh, it really takes the pressure off environment/level designers as well, build a map how you usually would and many surfaces will be climbable without any effort. However, if you look at the environments in Assassin's Creed, they are far from natural, paths up buildings and whatnot stand out and do not vibe with the rest of the building's surfacel. It means we need to have more detailed models, rather than just normal-mapping depth onto a surface, tessellation will help in this area. Advances in natural/fluid animation will allow characters to climb and move between holds in a fashion that will not look so awkward as well.
To implement climbing in the game now, the environment/level designers need to be aware of how handholds are placed on a surface. This is a lot of work in itself, especially without the proper animation system, something that doesn't exist yet. As they will need to go over every city and cliff face and make sure that these are evenly spaced, otherwise areas might be unclimbable, or the act of climbing itself becomes something very unnatural to behold.
The grappling hook idea sort of works, but even with our awesome physics engines, getting a hook to "catch" on something is quite difficult. The only way to do this without error would be to have the rope go rigid shortly after the hook hits the ground and the rope settles against the surface. Once again though, this could look very unnatural and getting the rope to go rigid at the correct moment might not be so easy to do.
There are many game design studios here in Brisbane ma'am, I would love to hang out some time as you sound like a very attractive swimsuit model.
EDIT: Updated, first paragraph screwed.