Would Skyrim have the Autodesk engine?

Post » Thu Sep 02, 2010 1:53 am

Like in the Assassins Creed games where you have the freedom to run and climb objects and push/kock things out the way while sprinting for example the AI.

So the question in my mind is...... would Skyrim have that?
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Tania Bunic
 
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Post » Thu Sep 02, 2010 12:44 am

Heard when you run repeatedly into an NPC's table and knock over stuff they will react. Dunno if they'll have an animation from being run into.

As for the parkour, free running element from assassin's creed. That hasn't been confirmed yet, and I suspect it never will be, its just not very TES.
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Sarah Unwin
 
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Post » Wed Sep 01, 2010 6:04 pm

As for the parkour, free running element from assassin's creed. That hasn't been confirmed yet, and I suspect it never will be, its just not very TES.

Would be plenty TES, but climbing confirmed not in.
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Fanny Rouyé
 
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Post » Wed Sep 01, 2010 9:33 am

Maybe for a stealth/assassin character, but they're not going to implement making every-object, every nook and cranny in an open world game the size of Skyrim climbable Ala Assassin's creed for just one Play Style, its just not practical.
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Helen Quill
 
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Post » Wed Sep 01, 2010 11:10 am

Maybe for a stealth/assassin character, but they're not going to implement making every-object, every nook and cranny in an open world game the size of Skyrim climbable Ala Assassin's creed for just one Play Style, its just not practical.

I can see it being very easy to do. All you need is climbable edge markers and wall face markers to be part of an objects data and make a simple mesh of it, and then you know what parts can and can not be climbed.
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Ladymorphine
 
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Post » Wed Sep 01, 2010 9:53 am

Whatever floats your boat man. If I want to spend hours on end parkouring I'll pop in AC 1,2 or brotherhood. As for TES, I want to slay some dragons, complete some quests, and get immersed in the lore. IMO each series should stick to what they're good at. :bowdown: :mohawk:
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sas
 
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Post » Wed Sep 01, 2010 5:40 pm

I can see it being very easy to do. All you need is climbable edge markers and wall face markers to be part of an objects data and make a simple mesh of it, and then you know what parts can and can not be climbed.



You say "all you need" like it's not a lot of work. Certainly sounds like it, given how large the worldspace is, and how much crap is typically in it.
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Neil
 
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Post » Wed Sep 01, 2010 9:32 pm

You say "all you need" like it's not a lot of work. Certainly sounds like it, given how large the worldspace is, and how much crap is typically in it.

Doesn't need to be done individually to each instance in the world. Just make it a default part of the design of the building objects. Then copy and paste, like always.
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Tina Tupou
 
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Post » Wed Sep 01, 2010 4:45 pm

Doesn't need to be done individually to each instance in the world. Just make it a default part of the design of the building objects. Then copy and paste, like always.


The information still needs to be added, from scratch, to begin with. As in, this isn't some "slap it in at the last minute and hope it turns out okay" feature. That's the sort of thinking that leads to things like the Great Oblivion AI Fiasco. If the information were "just made a default part of" everything near the beginning of the 5-year-ish development cycle that's one thing, see?
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Dark Mogul
 
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Post » Wed Sep 01, 2010 11:40 pm

The information still needs to be added, from scratch, to begin with. As in, this isn't some "slap it in at the last minute and hope it turns out okay" feature. That's the sort of thinking that leads to things like the Great Oblivion AI Fiasco. If the information were "just made a default part of" everything near the beginning of the 5-year-ish development cycle that's one thing, see?

Agreed, there is a lot more work that needs to be done than just adding a climbing marker to buildings. There is animations, sounds, getting the AI to react properly, literally dozens of things that need to be done. Too late for it this time.

The only time I can think of something being slapped on at the end of development and not svcking was Goldeneye 007's multiplayer. About 2 weeks before the game went gold Nintendo asked "Can you guys add some functionality for all 4 controllers for multiplayer?" The devs went to two of the programmers, stuck them in a room with the code and said "Multiplayer, make it work." It did work out pretty wonderfully though. Paving the way for all of these stupid generic shooters that are only made because they have online MP.
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Joanne Crump
 
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Post » Wed Sep 01, 2010 8:55 pm

i cant imagine anything sillier looking than assassins creed animations...........in a TES game. while i wish they had climbing in, jumping several feet from roof top to roof top over and over again and running up walls in full plate armor is just silly.
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SamanthaLove
 
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Post » Wed Sep 01, 2010 12:09 pm

i cant imagine anything sillier looking than assassins creed animations...........in a TES game. while i wish they had climbing in, jumping several feet from roof top to roof top over and over again and running up walls in full plate armor is just silly.


Then again,
If you were running in your fashionable thieve guise...
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Bereket Fekadu
 
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