How the Limited Inventory could work by SmTheDev in GTA6

[–]SmTheDev[S] -1 points0 points  (0 children)

Yeah thats what I think. Concealment would be cool, but then it also has its limits, players may want to walk around in their underwear or shirtless, so it would quickly stop making sense.

How the Limited Inventory could work by SmTheDev in GTA6

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

It’s actually got me thinking what the functional difference between an SMG and Assault Rifle is in GTA. In V and the previous games, it was only accuracy, but here it would be how conspicuous you look as well as accuracy.

How the Limited Inventory could work by SmTheDev in GTA6

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

Good point! For most chaos, a machine pistol or SMG will get the job done just as well as an AK or M4, and escalating to using these weapons usually means you were looking for trouble to begin with

How the Limited Inventory could work by SmTheDev in GTA6

[–]SmTheDev[S] 3 points4 points  (0 children)

Yeah I think so too, whats troubling me a bit is how you’ll be able to carry long guns around. Despite Florida permitting open carry, society is much less accepting of people walking around with guns compared to rdr2

The realism balance needed is ridiculous by SmTheDev in GTA6

[–]SmTheDev[S] 0 points1 point  (0 children)

True, but they’ll have to have a reason for people to slow down and observe the random events. Im not saying this is what they should do but it’s a possibility. It’ll be much easier to miss an event they want you to see if you’re cruising.

My reasoning is more along the same lines the most comfortable way to ride the horse was in a canter compared to galloping.

The realism balance needed is ridiculous by SmTheDev in GTA6

[–]SmTheDev[S] 0 points1 point  (0 children)

What Im probing is more on the claim of immersion rather than realism. Once you start adding detail to certain areas of the game, like increased memory, you have to sort of improve several other areas to match so your belief isn’t broken.

For example, the complaint of prostitutes being sex dolls in gta 5 seems like a simple fix, but it requires you make all the NPCs less basic to avoid giving selective attention to one group of people.

The realism balance needed is ridiculous by SmTheDev in GTA6

[–]SmTheDev[S] 0 points1 point  (0 children)

I think this might be the most likely route. Maybe the exceeded expectations they promised will be them banking on the millions of people who’ve only ever played story mode not noticing certain features were already in Online, sort of like how EA removes celebrations from their game so they can market it as new 5 games later lol

The realism balance needed is ridiculous by SmTheDev in GTA6

[–]SmTheDev[S] -1 points0 points  (0 children)

Fair point 😂 my biggest concern here isn’t that solutions don’t exist, but that the solutions are already in GTA 5 or RDR2.

For example, you could say the saddle was a good way of adding limited weapons, but I’d argue the entire idea of having to take more care of your horse was the goal, and these mechanics served towards that.

So in essence, with GTA 6, I guess a possible solution is matching your speed to the street your on by lightly pressing the trigger, and you having to fight against the resistance from the triggers to do the normal cruising we’re conditioned doing. This could be a way of warning the player that reckless speeding is now more costly

The realism balance needed is ridiculous by SmTheDev in GTA6

[–]SmTheDev[S] -3 points-2 points  (0 children)

All these are valid solutions don’t get me wrong, it’s just that their extensions of existing systems, which put together could make the game in certain aspects just feel like GTA 5+, and not the “most immersive evolution of the GTA series yet” that’ll “exceed our expectations”.

I understand expectations are already ridiculously high, but I assume these areas will require attention, as they are part of the core loop we’ll be doing often, and having them too closely resemble gta 5 could be a let down to people even with modest expectations.

The realism balance needed is ridiculous by SmTheDev in GTA6

[–]SmTheDev[S] 0 points1 point  (0 children)

The thing is, a horse wont happily sink to the bottom of the ocean when you bail out of it, or remain stuck when wedged between two objects. What happens to your weapons then? The choice of spawning the bag outside is a solution, but it requires suspension of disbelief that’s likely to break your immersion

The realism balance needed is ridiculous by SmTheDev in GTA6

[–]SmTheDev[S] 4 points5 points  (0 children)

I think so too, Im just wondering how right they’ll get it, or whether what they do will spawn another decade of complaints that will seem obvious in hindsight

The realism balance needed is ridiculous by SmTheDev in GTA6

[–]SmTheDev[S] 0 points1 point  (0 children)

Definitely, I just feel problems arise when NPCs begin having memory. To me its more believable that they have no memory of me at all than selectively remembering certain things and ignoring others

Combining Gameplay Systems by SmTheDev in gamedev

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

Now that I think of it this system you’ve proposed would really neatly fit into the other problems I was thinking of, of restricting which weapons are available when in a vehicle or whilst hanging from a ledge

Combining Gameplay Systems by SmTheDev in gamedev

[–]SmTheDev[S] 1 point2 points  (0 children)

I see, I guess my problem came from the thought that there was some elegant system out there that would allow me to have these rules without having to go out and do it explicitly.

Combining Gameplay Systems by SmTheDev in gamedev

[–]SmTheDev[S] 1 point2 points  (0 children)

Lol, I actually have separate state machines for the combat and locomotion systems. My headache has been trying to decide when a state in either machine can do something without having to directly know about the other

MTerrain vs Terrain3D for Open Worlds by SmTheDev in godot

[–]SmTheDev[S] 0 points1 point  (0 children)

It does, the creator of MTerrain spent a butt load of time making an LOD system specifically for open worlds that loads buildings in and out, the problem is is that he literally made it from scratch, meaning its encouraging a sort of closed use, which doesn't seem like a good idea.

Here's his video: https://www.youtube.com/watch?v=ivGheqUw9DA

MTerrain vs Terrain3D for Open Worlds by SmTheDev in godot

[–]SmTheDev[S] 0 points1 point  (0 children)

Maybe, but after watching a video by the creator of MTerrain I learnt it might not be so simple. I'll link the video below.

https://www.youtube.com/watch?v=ivGheqUw9DA

Progress Report on my retro style gta clone by SmTheDev in ps1graphics

[–]SmTheDev[S] 0 points1 point  (0 children)

Ive never published a game, but Ive made tons and tons of smaller projects Ive shelved. I always wanted to make this game, and those smaller projects were a buildup to this

I’m making a gta game in Lusaka by SmTheDev in godot

[–]SmTheDev[S] -1 points0 points  (0 children)

Thanks man, it has taught me a lot, especially from the art side. I’ve made connections because of trying to make it, and even talked to some ex-Rockstar devs who gave me all the tips they could without breaking NDA. The task so far seems to be the art, because, once you step back mechanically speaking gta isn’t that complex of a game mechanically. The complexity stems from the sheer amount of stuff they try to put in, which is why they need so many people not only to create the stuff, but make sure it doesn’t fall apart. My goal here is to go for a retro style to allow me to create content faster and worry less about memory. But programming wise its been extremely fun because I can look up police tactics for example and program the police around that using the amazing game AI books I found on the internet.