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Scale - GRIP Video Game Forum

Scale

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Roq
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Scale

Postby Roq » Wed Sep 30, 2015 9:31 am

I wasn't really sure where to put this topic so I put it here so feel free to move or delete (if this topic has already been raised elsewhere).

Anyway, I was wondering what is being done to give a sense of scale in the game. One of the very few complaints I had with Roll-cage was the lack of a sense of scale between the cars and the world. I know some of the destructible objects were buildings, but the futuristic style plus the technical restrictions didn't really give me the feeling of these massive tanks smashing in to buildings. Maybe seeing familiar objects in the game would help with this.

The other issue was that you never got to see people in the actual game. Not exactly sure how it could be woven in to the game, but seeing people in the game world would really put the scale front and centre. Maybe car crews could be seen at the start of a race. Maybe crowds?

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Re: Scale

Postby the-GURU-man » Wed Sep 30, 2015 5:34 pm

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Re: Scale

Postby Chris_CE » Thu Oct 01, 2015 3:36 pm

Actually, scale is something I'd really like to get right and am battling with it right now. I already resized the tunnels, the roads and a bunch of meshes. I've now got a human (6') for scale in there and am using him to gauge the size of the environment assets. The smaller things are though, the more of them you need to place. And the more detail you need to have to illustrate the small size compare to the cars.

It's a delicate balance, but I'm trying to do it the best I can

We want the cars to feel bigger and heavier than those in Rollcage, which totally felt like RC cars.

as for actual people in the levels? I doubt it. We will have regular sized vehicles and machinery in various maps, though. The Orbital Prime location will be good for showing scale as well
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Re: Scale

Postby Roq » Fri Oct 02, 2015 8:07 am

Thanks for the reply. It doesn't have to be people, just something to visually understand the size of these things. So yeah, seeing semi-contemporary objects and vehicles is awesome and just what I wanted to hear :)

I don't envy you having to get that sense of size and weight in the movement of the cars! the standard way would be to slow movement down to convey weight - something I'm sure you're trying to avoid. I guess impacts and explosions can help with this a lot though.

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Re: Scale

Postby the-GURU-man » Mon Oct 05, 2015 6:10 pm

so... how big are the cars?
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Re: Scale

Postby Chris_CE » Fri Oct 09, 2015 3:00 pm

The current car's wheel is a bit higher than a 6' person
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Re: Scale

Postby the-GURU-man » Sat Oct 10, 2015 6:13 pm

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Re: Scale

Postby rutra80 » Wed Oct 14, 2015 2:33 am

Just do it the way you did in Rollcage 1

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Re: Scale

Postby Chris_CE » Fri Oct 16, 2015 6:23 pm

Would be awesome to see the racers load up before the race starts, but alas, time and budget concerns.

And although we are using Rollcage as an inspiration, you guys will find that the cars in GRIP are considerably heavier. We really don't like how small those cars feel and how they twirl and flip around when hitting anything.

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Re: Scale

Postby StickyBassline » Sat Oct 17, 2015 3:11 pm

Even bigger than that? x_X Holy moly
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Re: Scale

Postby KazzyMac » Sun Oct 18, 2015 3:50 pm



Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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Re: Scale

Postby the-GURU-man » Mon Oct 19, 2015 6:55 am

Just a thought... are you really going to compete with World of Tanks? :D
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Re: Scale

Postby Chris_CE » Thu Oct 22, 2015 8:42 pm

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