![]() ![]() So when the player or an object intersects with the snow we remove that section, giving the appearance that the snow has been pushed down, creating realistic footprints.” “Using tessellation, our snow tech pushes up snow based on the height we paint it on the terrain. “We wanted a solution that would allow characters and objects to push down the snow in a realistic way,” says Wiese. This allows designers to achieve far more detail on surfaces, depth and resolution to achieve ultimate fidelity. To achieve this, Chien and the team exploited Unity’s tessellation capabilities, which enables you to create geometry, such as polygons or closed shapes, that tessellates, or breaks down, into smaller and smaller geometries. And Wiese adds: “We could just have used footstep decals to fake snow but we wanted something much more interactive and realistic.” It’s so omnipresent it’s really like another boss,” says Parnell. ![]() Other games have tried to mimic SoTC (pretty much all failed), and if they want to succeed in attracting/impressing the SoTC audience they'll need to pay homage, but not rip off the original game, otherwise they'll have no originality other than being known as SoTC with less colossi and a backwards survival system.“As well as creating some amazing epic bosses, we knew that snow would be crucial for us. One of their draw points is that there are multiple ways to defeat each boss, (though that may become tedious and confusing with figuring out battles), but if they plan to straight rip off other colossi like they did with Avion given they only have 6 bosses planned in total, it will never sell well. Survival elements could be interesting, but weapon degrading sucks in these type of games. They are currently in Alpha so they just be using it as a temporary, but it's too similar by far if they were to keep it in. The 2nd fight design is a straight copy of Avion, same wing/body/tail shape, same weak points, same grabbing areas. It could turn out good depending on where they go from here. ![]() And with the ever constant push for higher end graphics and animations, that task will prove even harder for most devs. Especially when technology was so much more limited back during its creation. #Praey for the gods shadow of the colossus plusPlus I'd imagine it must have been a daunting task just to make the colossi act the way they did. Climbing on giant monsters, and holding on to dear life as if they were living beings is very specific. Sure, there were games that came after it that involve scaling giant monsters, but from what I've seen, they aren't the focus of those games and are generally much more scripted.ĭoom-Clones were generally accepted because the concept of shooting things is kinda broad. Shadow of the Colossus on the other hand is such a specific and unique experience that it will be hard for a game that does what it did and have its own unique identity rather than be constantly be compared to to the former. Both are platformers with collectibles and cartoon aesthetics, but they are unique from each other because of the different approaches they each take. You can take that general concept and use it to make several different kinds of experiences and setting with it without it feeling like a rip-off. ICO's general basis is two people helping each other solve puzzles, which wasn't anything new at the time, but because of how well crafted the game was, it gained a following. Well I'd imagine it's far easier to make an Ico-like game compared to a SotC-like game. ![]()
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