Glorious. I absolutely would love such reels at the end credits of a game.
Maybe even simulated bloopers like with the original Toy Story credits. To watch these characters act like actors would be hilarious.
Or like the L.A. Noire bloopers/outtakes.
Haven’t played L.A. Noire yet. Is it worth the money and time?
I think so. It’s got an interesting story, and finding all the evidence to catch the perp is pretty fun too imo. It definitely plays up the “noire” of it all, with the pulpy detective cases and interrogations.
Definitely give it a shot.
Alrightey.
It’s a very old game now so you’ll easily find it for just a few bucks in many places.
Okay. Will do.
I loved the DLC they did for Saints Row 4. The game itself was barely good, a lot of wasted potential IMO, but the DLC was exactly this kind of fun.
Nois
I think it was Mario Tennis on the GameCube that had a blooper reel. I can’t remember if Camelot did any others but I think they may have.
Bloopers for Mario?
Yep. The game has a decent intro movie and at some point you get to watch the bloopers. W minutes of great stuff.
Interesting
Edit:
So, I had a look at it… It feels like a Blooper reel made for the game… The Toy Story one I believe started off with them using bloopers from the VA sessions.
But nonetheless, to have such content requires the game itself being fully finished before the deadline. This is the basic requirement we lack currently, so such stuff will only add to the stress of the devs.
This video was made possible by grants from the Ministry of Silly Walks and the Dadaist Society of Otter Reproduction.
They should have left the walking book in lol
That gigantic book could be very plausible
It’s no Interrupting Frenchmen .
I wanna see more buggy development stuff from develops.
This kinda stuff makes me wonder how animations work that they can do all that without it being done on purpose.
Proceedurally.
So, “hands are supposed to be here” and the arms figure out the rest.
By the time add in “finger pointing at this” combined with spells to make your thumb big (or whatever, ultimately everything is made at a base level to allow for a lot of creativity further up the stack) means the finger might drive the scaling of the arm.Same with the strange jumping. Body “jumped” in a downwards direction, and the feet animated correctly in an upwards direction. Ends up with a body doing a strange wrap around itself as it figures out how the feet can be above the torso.
Walking books might be a really easy way to animate a book flying around, have physics and a health pool without having to create a whole new object/entity class (just inherit all the features and disable the standard person/object body).
The faces-talking-out-the-head thing is animation data imported with the wrong scaling. Some parts can just move to where the animation says they are, others warp the geometry of the rest of the model.
Remember that a lot of the models and animation will be made with no idea how they end up being used, at the same time as they are actually programmed into the game. There might be some iteration, but its not like they know the end result, make the models, make the animations, make the game. All this happens at the same time, and any iteration might set multiple departments back days or weeks.
So, super flexible APIs, models and animations are designed at the start in a way that allows for a small amount of specialisation and iteration, but the rest is all “bodge what you have available”. Ultimately if it isnt flexible enough early in development then its going to cost a lot to fixEvery time I think about this sort of thing I remember that in Fallout 3 the developers added a moving train to the game by making the train a hat that was worn by a man that ran really fast underneath the ground to make the train move.
They did the same thing in Half Life because the game engine couldn’t support moving vehicles that were not physics objects.
This gave me a good laugh, absolutely loved this!
Lmfao this is great
We need more of these