Episode 1 was mostly cutscenes and pre-rendered material, and Cez has commented that the "meat-and-potatoes" puzzles occur in Episodes 2-5.
I was just wondering: will any future puzzles be physics-based? Is there even a physics engine in Torque? If not, did you guys have to make one? I am only asking because Episode 1 does not include any obvious physics, just animations (unless I missed something).
If Graham ever falls off of a mountain, there should be ragdoll physics.
No, there's no physics capabilities/puzzles in this game.
Ok, thanks Cez.
There does seem to be gravity, at least. Occasionally in testing, we run across a place where Graham can fall through the ground.
That's not necessarily gravity - it could just be an animation.
no, that is gravity. But that's a simple thing where everything falls to a "ground", or in more detail, a collision mesh. It's not complex physics.
I see, thanks for clearing that up.
Quote from: Cez on July 30, 2010, 01:53:28 PM
no, that is gravity. But that's a simple thing where everything falls to a "ground", or in more detail, a collision mesh. It's not complex physics.
So when an object falls through the floor, is the collision mesh lacking in crossed sections or do the objects tend to fall through the spaces in between? Or is it more complex than that?
Quote from: snabbott on July 30, 2010, 01:02:23 PM
There does seem to be gravity, at least. Occasionally in testing, we run across a place where Graham can fall through the ground.
So gravity is only encountered in a glitch? I was looking forward to making Graham walk off new cliffs. :-\
Quote from: Fierce Deity on July 30, 2010, 02:20:58 PM
Quote from: Cez on July 30, 2010, 01:53:28 PM
no, that is gravity. But that's a simple thing where everything falls to a "ground", or in more detail, a collision mesh. It's not complex physics.
So when an object falls through the floor, is the collision mesh lacking in crossed sections or do the objects tend to fall through the spaces in between? Or is it more complex than that?
The lack of a collision mesh, or a collision mesh not well done.