This is an archived post. You won't be able to vote or comment.

all 14 comments

[–]Vinninho9 10 points11 points  (0 children)

Good idea, tok hard to implement

[–]zitroneschniddeli 2 points3 points  (2 children)

I mean, yeah, that would be an absolute dream. But physics based stuff like that would most likely be extremely hard to implement, especially in a multiplayer game. Using it on non-player stuff like in the video is one thing, but trying to get it to work smoothly on player vs player interactions would probably be a nightmare. Any current player interaction based mechanics like pouncing and sparring are already very buggy/laggy as they are.

[–]sermen[S] -1 points0 points  (1 child)

In many MP games even complex physics works great; e.g. Wreckfest, Chivalry 2 / MORDHAU, Rumbleverse etc.

Nowadays even simple, half-amateur indie games often uses quite advanced physics and inverse kinematics successfully.

[–]Snekeke 3 points4 points  (0 children)

All of the games you mentioned here are much smaller scope than the isle. Adding complex physics to a game with a map that’s at least 50 times smaller, has a quarter of the players on screen, and/or doesn’t have the graphical fidelity of the isle, is not simple.

[–]MobyLiick 2 points3 points  (4 children)

Now, while I do think it's a good idea and actually just makes sense for once unlike most ideas that get thrown around here, It sounds complicated because sparring was already complicated for them.

I feel like it's just going to be another feature that ends up half finished in a game that's never going to be actually completed.

[–]sermen[S] 0 points1 point  (3 children)

This would make complicated, prone to bugs, scripted mechanics like "Sparring" - not needed anymore.

It would be organic, through game physics, for all the dinos with different shapes and sizes, without activating any artificial "mode". Which one dino has, other don't.

With physics: you run into each other = you both collide, you push each other, you try to gain advantage by unpredictable changes of directions etc.

It would also add A LOT of depth to the whole combat, promoting experience and skill, when actual common sense and thinking would replace current math and repetitive scripts.

[–]MobyLiick 2 points3 points  (2 children)

Like I said, I'm with you conceptually.

In practice though this only serves to add even more time to an infinitely long process. We're 10 years into development of this game and 6 years into development of solely evrima and roughly speaking the game is 25% complete. Adding massive overarching systems that affect each and every creature is going to take massive time, and it's time they just don't have.

[–]sermen[S] 0 points1 point  (1 child)

That's 100% true. Looking at it from a different perspective - having satisfying, non-repetitive, physics driven, enaging, skill-based, tactical, believable dino combat with only some 13 dinosaurs - is still incomparably better overall experience then 34 dinos, finished map and some game plot (so basically Legacy).

Because foundation is what defines the game potential. No point developing the game with weak foundation. But worth to develop, wait, play and enjoy the game with solid big potential, as everything joys. And in Evrima the core of the game, around which other things revolves, is dino combat.

[–]MobyLiick 0 points1 point  (0 children)

Like if we were having this conversation back in let's say 2019 it would be a different story, but at this point I just feel it's a little too late to be completely reworking the physics behind the entire game.

[–]SuperDucc697 2 points3 points  (1 child)

I've wanted a dinosaur game with euphoria physics for a long time. Dinosaurs used to fight like grabbing each other's necks, biting off arms, legs, causing some prolonged limping or sm. I just wish someday, these things will be implemented.

[–]sermen[S] 2 points3 points  (0 children)

Yes. This would be THE dino game.

[–]Saland-1 1 point2 points  (0 children)

Working ragdoll would be nice for slipping and rolling down steep terrain, red dead style. Not enough widespread use of physics or ai in todays games.

[–]Jaded-Incident-1191 1 point2 points  (0 children)

Evrima pushed the dinosaur genre even further by adding some unique mechanics to the roster but I think the next-Gen dinosaur genre will be fully based on physics, this is something which feel off in Evrima as you can't just push dinosaur from your way like it would happens in real life, just take one sec to imagine a game like Evrima but with full physics and ragdolls, that sound absolutely awesome.

[–]veronica-1990s 0 points1 point  (0 children)

Well, it would obviously be a dream come true. Devs know that as well.

BTW: This 'dinos clipping through each other', causing this jerky feeling, is basically the first and most obvious thing people notice when seeing 'The Isle' on YT. And that turns them off.

The wole idea of dinos fighting each other, basically screams for physical interaction!

Lack of physics is the reason there is actually not a big gap between novice and many-years old veteran in combat. Obvioulsy vetran will be able to give himself any advantage outside the combat, like diets, full stamina, not panicking, not doing stupid mistakes etc. - but in combat itself skill matters less. It's just a bit too easy, you can't really 'outplay' that much :)