Wednesday 1 August 2018

lamboblogging

I feel like with GTA V, there are so many vehicles added as add-ons that if I were making a hypothetical GTA VI, I'd personally drastically reduce the number of vehicles. And that a lot of the vehicles that've been added are just lawyer-friendly versions of real-world vehicles rather than ones that offer much in the way of interesting gameplay mechanics.

For example, I like the idea of vehicles that offer equivalents of KERS or DRS systems offered in real-world cars, or even little neat stuff like certain light systems or hydraulics, and not so much ones like that model that's meant to just be the GTA version of the Aston Martin Valkyrie, or the Toyota Supra Mk.IV.

So, if one was hypothetically creating a game wherein licensed cars cannot be used - either for contract reasons or budget restraints - what sort of "vehicle archetypes" would you say are truly necessary, versus ones that are comparatively superfluous?

My personal guesses would be the following:

  • Cars with multiple drivetrain configurations. Specifically as follows: FR, FMR, MR, RR, 4WD, and AWD. In addition, I'd add a vehicle that's meant to resemble a car with a certain drivetrain and also seems a bit unusual to have it. So an example of this is how most MR cars are pretty pricey, like a Ferrari or Lamborghini, but there's comparatively cheap MR cars like the Lotus Elise or the Toyota MR2. There's also the Chevorlet Corvair, which is interesting as it's an American car with an RR configuration. I'd also potentially add cars with interesting engines, like a rotary engine, an in-line, various V-engines, and maybe even a W-engined car. Made-for-game cars modeled on concept cars, I think, should be used extremely sparingly, if at all. The only potential exception being ones that appeared ready for production. Finally, I'd have the cars potentially have the option to have manual or automatic transmission, or potentially with other transmission options like the semi-auto options. Not to mention the modeling of other real-world stuff like being able to change the power map of some AWD models on the fly.

  • If a car can be modified in-game, I'd model the options after some of the popular real-world options, such as various bodykits or lights. So for example, if you had a car analogous to a VW Beetle, I'd have options to modify it for off-roading. Or, if you had an exotic supercar, I'd have the option to give it a FIA GT3-styled bodykit.

  • For military aircraft, I'd mostly use older models that you can actually buy in real life, as surplus models. I recall hearing the T-34 Soviet tank is one such vehicle, as well as stuff like the AV-8B Harrier or the MiG-21 Fishbed. This way, you wouldn't need to intrude into an in-game military base to get a military vehicle - or, it may render a military base on the map unnecessary in the first place, saving potential development resources that could be re-allocated elsewhere.



Submitted August 01, 2018 at 08:39PM by YabukiJoe https://ift.tt/2voGq6r

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