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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, this is sort of like a situation when two opposing forces come against each other.
"Our solution was every time the player would try to open the door and a walker was trying to go through that same door was to break the door. As a result, this actually created a jump scare moment."
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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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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,...
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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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Other curated ideas on this topic:
Psychologists believe that walking through a door and entering another room creates a mental blockage in the brain, meaning that walking through open doors resets memory to make room for a new episode to emerge.
This is generally referred to as the doorway effect.
For 55 years, Doctor Who has chronicled the adventures across time and space of the Doctor and his/her human companions. Their means of transportation was a big blue box known as the TARDIS (Time and Relative Dimension in Space) that can take them anywhere, and anywhen, they want...
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