A bit about me: I'm an amateur game designer. Currently I'm working on
Starsiege:2845, have been for about 2 years. (as of May 20somethingth 2005) So, not only do I enjoy making games, I like to play them as well. (Big shock right?) Ill often come across some terribly annoying feature or design decision in some game that I feel MUST be written down somewhere that at least I, and hopefully others, can and will referance.
This is that place.
I'll be updating this thread//entry every time it occurs to me to do so.
There will likely be many more don'ts than do's here.
Games which have inspired this thread:
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Mercenaries (PS2)
All in all this is a good game, but a few things really angered me. By really angered I mean I was yelling at my TV, and made a note to find the programmer(s) or playtesters responsible and punch them in the face for not finding and fixing these errors.
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The List:
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Get your damn vehicle physics rightMercenaries is a largely vehicle centric game. The common, and best fitting, description of it is GTA in a warzone. Ie you can jack things and shoot people, but it makes sence instead of just being an urban menace in an otherwise decent environment. The issue arrises with the tanks and helicopters. Wheeled vehicles must have been tested to no end because they work very nicely. the tanks however are a totally different story.
I can tell the tank model(data/collision model not visual) is the simplest possible. it is a simple box with a few physical properties, like mass, engine output, and some drag factors to keep them from flying. This works wonderfully IF (thats a very large if. shown here in mineature so as not to break your screen) you are only dealing with object to plane collisions, like the terrain. The issue arrises when you drive your box over something that sticks up. Like a railroad track or a bush/crate... (insert pause for frustration here) Then something happens where the vehicle physics clashes with the collision hash and all hell breaks loose. While driving a tank, Any tank, over railroad tracks the front end bounces in the air like the tank was made of plastic. The tank does a damn wheelie. A 30+ tonne vehicle jumps up like a low rider with the largest hydraulics package you've ever seen. This SHOULD NOT happen. The problem here is the collision system. When you ram a large moveable box against a smaller immoveable box the collision sorting/physics goes haywire and this release of energy results. The same thing can be experienced if you land a helicopter partly on a prop. (any prop. Sandbags work well) The chopper bounces like a damn super bounce ball. So how to fix this? Well a few ways:
1: railroad track issue workaround. Change the collision model from a box exactly surrounding the tracks to a trapezoidal prism that flares away from the tracks a bit, thus creating a ramp for the tank to go over smoothly. Same number of collision points/polygons as the box shape, but the tank can now not fly into the air when it comes across railroad tracks. Perfectly Accurate? no, but its a lot better than having to brace for impact when you see railroad tracks coming up.
2: make all props breakable. yeah all of them. Sandbags, buildings, trees whatever, just don't stand up to a freeking 40 tonne piece of steel with 4500 horsepower behind it.
3: general (better) collision fix. Write the collison system to be inelastic. IE a portion of the energy involved from object A hitting object B is absorbed. In addition place a max cap on the collision forces so that they can not ever be more than x% the original energy involved with the collision. Thus you get a lot of crunching sound effects, perhaps a stuck chopper now and again. (unless you made all the props breakable)
Enemy Generators Are BAD!!
--Unless they are destroyable.
Mercenaries has these nice little tunnel exits that spawn badguys. Usually around some area which you need bad guys to be around a lot. The script running them obviously has a radius specification and a number of baddies to be alive in that area.
If( baddies < number )
{Spawn Badguy With Loadout (1-5)}
This is all fine and dandy, except that it makes some fights really damn annoying after you have otherwise won, since these generator tunnels are nearly impossible, or totally impossible to destroy/deactivate. Now I don't claim to be a great tactician, but if you are a Bad guy commander and 10 allied troopers with machine guns and RPG's, and a few tanks to boot, just slaughtered your platoon of defenders and their armor support you aren't going to send another 2 guys with AK-47s out of the tunnel just to see what happens. You withdraw and fight another day, closeing the tunnel behind you. The worst of them are the generators that spawn tanks. Yeah Tanks come out of tunnels non freeking stop. The glitch to stop them is to commandeer however many the tunnel spawns and leave them in its radius so it won't spew another one, but still, it would work much better to just be able to blow up the damn tunnel exit.
Summary: Enemy generators are bad, unless you, the player, can shut them off.
Enemies should not have infinite vision range
In a certain mission in mercenaries you must retrieve 3 weapons inspectors from a reactor where they have been taken hostage. You are provided with a UH-60 or a humvee (your choice of which to hop into) at the start of the mission, and you have 10 minutes to get to the inspectors before they are executed. Now logically you grab the Blackhawk, fly in at treetop level behind the hills so as to mask your sound, park the chopper on a secluded hill then proceede on foot and stealthily take out the guards on your way and near the prisoners via sniper rifle from a hill with lots of ground cover (bushes). This doesn't work here though. Why? Well there are some guys in tanks. These guys apparently have an infra red satelite link pointed at that specific hill, and or super bionic xray-thermo vision because I have a damn sniper rifle with 10x zoom and I can't see them through the FOG and RAIN and BUSHES I'm freeking hiding in, but they sure as hell can see me and sound the alarm to kill the prisioners. EVERY DAMN TIME. So what works here is to go to the allied encampment where you eventually must deliver the hostages and grab an APC. Forget the blackhawk. Then just barrel in there action movie style guns blazing. It works and is much easier. Now can anyone see the problem with this picture? Logic and the slightest tactical sence say "DON'T go in guns blazing when you have to keep 3 people from being executed!", but here it works much better, except that you have to cross some
Railroad tracks on the way.
Research how your vehicles should handleIm not really asking for a perfect sim here, but at least pick up a jane's guide or something if you are modeling military hardware. The specific example here is the UH-60 in mercenaries. I happen to have had the opportunity, and the pleasure, of flying an actual airforce Blackhawk simulator, so I'm sure thats part of my problem. The UH-60 in mercs handles like a bloated seacow. Seriously, its great for a straight line, but forget turning or strafing with any kind of speed. The UH-60 for real (or airforce simulated so I count it as real) handles like the agile bird of prey it was named for. I remember doing slalom with the virtual buildings downtown at an altitude of about 200 feet, prompting the instructor to remind me that the helicopter only flew with its blades pointed at least partly vertical. Its a nice aircraft, but I really wouldn't pilot the thing if anything better is around in mercs. (ie a little bubble copter with a minigun on it, or a hind-d or any other copter really)