Shadow of the Colossus, I will say in my opinion is one of the best games out there.
The Style, the game play, the story may be a bit on the rough side, I never really liked it very much, but that’s just me. I loved the game and I wish I got to play through the entire game. Unfortunately, I don’t have a PS2 so I usually went to one of my friend’s house to play it. I thought it was amazing, climbing of colossus through any way you could, they game gave the user so much freedom, it kind of felt you were able to do what you actually want to do
I always loved this battle with the bird, best battle ever:
http://www.youtube.com/watch?v=Q8xfLU4VB-U
Trust me it’s worth watching.
It makes me wonder, how did they do it? How did they make it so you’re able to jump onto the colossus, and grab on? How were they able to make the character grab on of a colossus and hold on?
(SKIP TO THE BOTTOM FOR MY QUESTION!)
Here’s my idea:
They have the mesh they calculates the boundaries of it every tic frame, that way if the armature changes the places of the vertex, it recalculates the boundaries and weird stuff doesn’t happen.
The player when jumps on to the colossus, it parents to it, (when he presses the grab button), the half the body is kind of a dummy when the colossus goes wild. When parented the hands clip to fur of the colossus and each time it’s crawling up the colossus, or moving around it, it calculates where the hands are suppose to be positioned.
Combined with some animations, it looks cool. Although, when the player lets go of the fur, the player roles down or falls off. They means, depending on the angle, it calculates weather it’s able to stand up, fall down, or loses balance and rolls. When it rolls, the player turns into a “smart” dummy, keeping shape, so the animations don’t mess up and so the model doesn’t look totally destroyed. When it falls it goes to a falling state, and when it’s able to stand, you can go to the main state and do whatever.
I know it gets more complicated then that, but that’s what I think they did.
My real question to you is this, how do you think the climbing, the holding on to, was made in the game? How would you do it in Blender? Can it be done in Blender?I know Ideasman, made a cool patch for blender where it recalculates the boundaries of the an object, but I don’t know how to patch blender :o Yeah, I’m stupid that way
Please give me your thoughts,
Linkxgl