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For instance, elevators. whether they're taking players up a single floor in a building or serving as pseudo-loading screens between two major game areas
"First off, you have to summon [an elevator] via a button or whatever. By calling the elevator, you open the opportunity for the player, objects or AI to wander underneath it and get squished or trapped. So suddenly you have to deal with that. It's an invitation to make your enemies or companions look dumb, for physics objects to go flying, or for quest items to get stuck.
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The team at Skydance Interactive, behind The Walking Dead: Saints & Sinners, they were able to turn a challenging collision problem into a fun new feature:
"One of the bugs I had was when a walker was trying to get through the door at the same time that a player was trying to open it, t...
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Moving the player with a controller isn't hard; moving the player on a platform isn't hard, Putting them together you now have two things that want to dictate how the player should be moving.
What should you do if the platform pushes the player up into a ceiling? Push the player through th...
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Earlier this year, game developers across the industry weighed in on Twitter on a seemingly innocuous question: What's the problem with doors in video games?
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