More Reviews
REVIEWS Final Fantasy XIV: A Realm Rebor Review
Just a small update to the existing review for the PS4 version of the game. What are the benefits to upgrading? Check here to see. ~Ed. Nick Tan

Cut the Rope: Triple Treat Review
Cutting the ropes has never before made gravity so… pricey.
More Previews
PREVIEWS Sniper Elite 3 Preview
Sending bullets through the hate.
Release Dates
NEW RELEASES Teenage Mutant Ninja Turtles: Out of the Shadows
Release date: Out Now

Trials Fusion
Release date: Out Now

The Amazing Spider-Man 2
Release date: 04/29/14

Bound by Flame
Release date: 05/09/14


LATEST FEATURES 4 PAX Indie Titles to Look Out For
We've given attention to all the higher profile games at PAX EAST, but now it's time for the indies.

Ouya's Best Games Coming to the Platform
The Kickstarter console is slowly establishing itself with a couple of creative gems on the way.
 
Coming Soon

LEADERBOARD
Read More Member Blogs
FEATURED VOXPOP shandog137
So much more than war...
By shandog137
Posted on 04/18/14
The recent blog, Peace in the Era of Call of Duty  really made me think about war games that dig deeper than simply a kill streak reward. The first game that came to mind was Spec-Ops: The Line and although I haven’t played it, I began to wonder if it did the war genre as...

GAMING NEWS

Assassin's Creed III Connor's Movement More Advanced Than Current-Gen Technology.

Posted on Monday, March 25 @ 21:26:42 Eastern by blake_peterson


Assassin's Creed III's procedural animators created stuff that was too advanced to make it into a current-gen game.

At the Artificial Intelligence Summit at GDC, Aleissia Laidacker and Richard Dumas of Ubisoft Montreal revealed that Assassin's Creed III had even more advanced movement AI than was seen in the completed game. With a three-year development cycle, they pushed to upgrade every aspect of Connor's movement.

Laidacker stated that the goal for the procedural animationall the running, free-running, climbing, movement that Connor and other characters do in the gamewas to "Redo everything, but change nothing." As the team developed the title, there was a feeling that the protagonist was moving "too much like Ezio" and so they went back and rebuilt everything with more advanced properties for smoother, more realistic movement.

The result, and also the challenge presented in the forest environment, meant having to change the style, like changes in the free-runing mechanic to make avoiding/moving over obstacles and climbing more dynamic. Other goals included making obstacle navigation more natural by having the character strafe first, before turning when the stick was pushed in a new direction. In previous AC games the procedural animation devs told designers not to create surfaces with angles 30 degrees or higher, or they would look bad. This was fixed, with more natural movement in areas like angled roofs with three different animation types depending on the steepness of the slope. 

What was most fascinating, though, were the advances that the developers talked about that weren't seen as much in the game. Due to the needs of a forested environment and uneven surfaces, this meant having procedural animations for how the feet match to obstacles. When her associate, Richard Dumas, took the stage, he pushed things even further by revealing the ways they had created systems for jumping and climbing. A goal of the team was to increase the speed of climbing (the devs showed a video of a professional mountain climber scaling a 400-foot cliff in four minutes) by keeping momentum from movement to movement. Jumping-wise (as in tree-to-tree navigation), they created multiple animations with different practical combinations.

Additionally, he showed a video of Connor climbing the arms of a moving windmill, where he was continuously changing his hold on the mill's arms and moved so that he was always naturally placed, transitioning smoothly from position to position. He showed how this worked with some basic models that showed how when the character moved to a new target location (or "anchor"), Conner would dynamically reposition himself naturally to grab the moving handhold or move his legs while hanging to find purchase on a foothold.

Laidacker and Dumas both regretted that these elements were not as heavily implemented in the game, partly because of an issue of quality vs. performance. Earlier this year, when I reviewed the first Tyranny of King Washington DLC, I did so on a debug version where I could see just how taxed the ACIII devs were pushing curren- gen hardware, where overlays frequently changed color from neutral grey to bright red. On that note, Laidacker was hopeful, stating that they would be looking to future next-gen development, which would allow them to implement these advances.
Related Games:   Assassin's Creed III


More from the Game Revolution Network




comments powered by Disqus

More On GameRevolution