@SpotifyCares long shot but who made this soiree playlist?? i would like to tweet//email//fax them and tell them how great they are https://t.co/bDQ4jYxz6R
@StasisGame @Regulartoast @josh_caratelli we’d have had to cut the jostle completely if the physics didn’t match (bullets / grenades / player + AI traversals depended on it), and cutting the jostle would have felt like 100% less train :)
@StasisGame @Regulartoast trouble was asked for!! we had to bite it off for all the core player interactions to behave nicely, thankfully @josh_caratelli was on hand to tirelessly trouble-squash (no small feat given the setup complexity on the carriages)
@StasisGame@josh_caratelli @Regulartoast totally! it was a mix:
- mostly randomly selected tile variants in a theme for each parallax layer
- theme changes from intro -> rural -> urban as the flow progresses
- also inserted train station tiles ahead of the player at opportune moments that had a good view (e.g. ledges)
@Regulartoast @StasisGame it all depends on the goals of the sequence though. the concept for vanguard’s mission was a focused bombastic intro to the game. for a different concept, a real moving train works best (e.g. on/off jumping in crysis warhead, or the looping evolving vista terrains in uncharted 2)
@Regulartoast @StasisGame yep!! i did it that way primarily for technical and iterative ease for the rest of the team, although all the trains do actually move/rotate slightly relative to each other anyway to make the train "jostle" feel real.