I pulled this link from Penny Arcade, it's a fantastic article. I downloaded some of the videos too, they're awesome. This is definitely a must-read, if not a must-view.
Cinematic Effects in Source
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RE: Cinematic Effects in Source
That's a doozy of an article!
Man, they're being pretty creative when it comes to graphical development. Some of the things they are doing are pretty insane. I'm downloading the videos at the momentl I suppose I will post about them when I am done watching them.
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THE ZERRRRRG.Comment
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RE: Cinematic Effects in Source
Get on AIM Omega. I liked this when you showed it to me last night/this morning. It's really good stuff.Comment
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RE: Cinematic Effects in Source
I love how the Source developers are evolving their engine instead of just releasing it and then wiping their hands clean of it.Comment
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RE: Cinematic Effects in Source
Valve is**
That annoyed me throughout the whole article. Valve is not a group, it's ONE thing. Other than that, cool beans. Valve is a pretty cool company. :OSo I've gone completely slack-ass and haven't done any work on creating games. =(
In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.
So now I'm on Twitter @NoahWright.
And I write the blog for their website.
Plus I do cool programming in-house that you'll never see. =OComment
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RE: Cinematic Effects in Source
Okay, I watched the video.
And holy damn. That looks pretty sweet. Everyone should get it.
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THE ZERRRRRG.Comment
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RE: Cinematic Effects in Source
It looks pretty cool.. I don't think there's much more to say about it. Excited? of course. Hopefully they can pull off gameplay as well..Comment
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RE: Cinematic Effects in Source
If there's one thing I really want the Source engine to improve, it's having more physics. That sounds pretty greedy of me, seeing how awesome it already is, but +40 hours into Garry's Mod...I want some Air Resistance implemented.Comment
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RE: Cinematic Effects in Source
After finally watching the video, I have this to say: it may look weird in the screenshots, but in full motion it looks completely natural. Like, other than the "spots on the film" I couldn't clearly see most of the effects, like motion blur and focus and stuff, standing out unusually. I mean, I noticed the way it was focused on one spot or the other, but it seemed so natural. Great job.
However, the article does bring up the good point that all this cool looking stuff can limit gameplay. Like what they said about your eyes taking a while to adjust to bright light, so running out of a dark building into open sunlight would blind you somewhat. Unless the game FORCES these settings, which would up the minimum requirements a bit, people who turn them off would have a major advantage. However, I wouldn't be surprised if most games have realistic effects like that eventually. Then gamers will just have to think ahead and do things to counteract bad stuff, like looking outside before running right out so their eyes can adjust to the light. It'll add more depth to some games and make them way more realistic in little ways.So I've gone completely slack-ass and haven't done any work on creating games. =(
In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.
So now I'm on Twitter @NoahWright.
And I write the blog for their website.
Plus I do cool programming in-house that you'll never see. =OComment
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RE: Cinematic Effects in Source
I imagine the effects would be turn-offable in multiplayer, but really implemented in singleplayer.Comment

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