This is potentially the best video out there on traversal mechanics. A lot of games dont have these and games engines don't give you these out of the box.
I really like this video. I was implementing a Third Person Character Controller on Unity and now I have a much better idea on how to solve some code/animations problems I was facing. Thanks for sharing those AAA tips.
It's funny that he says that they wanted to have more of the world traverseable and would've liked to have had a navigation mesh. I actually positively noticed that there were relatively few invisible walls and you could go wherever you liked, except when the game wanted to keep you out of a certain area. My theory is that navigation meshes make it too easy to just punch a few holes into them for rough terrain so you end up with a game where less of the world is traverseable.
There's a detail I'm interested that when you play the blend tree of MoveStart with diferent directions and at any speed. How do you determine this "speed". Cuz if it's driven by animation with root motion, it doesn't have speed yet. so the speed might be determined by the input strength on your joystick. So there would be a point or a period of time when your MoveStart is done and you swtich from your "joystick input" to "actual speed" of the character, and it might cause glitch. I try to made one in unity and had this problem.
Before watching...I'm just surprised to see this game bringing up the discussion; Horizon Zero Dawn was a fantastic game in its own right, but world traversal was definitely not one of its strong points.
I think because they just moving from FPS to TPS RPG genre which require them to implement a lot of new tech just for Player Traversal, and all of those are (might be) something new for them (Or at least for some/most team member). But in the end i still think that this is a very interesting talk. And i believe there's not much talk about player traversal though.
@@awesomeniac I see that now and agree..that was just my knee-jerk reaction. Usually in a video about X, they choose y developer because they did it best.
@@peter47a The kind of traversal you'll find depends a lot of the game but I could think of the Dishonored series, the latest Doom, the Assassin's Creed series, the Infamous series and Vanquish being games where traversal is one of the core gameplay feature. They're not all open world RPG third person games but they're still relevant imo. EDIT: Oh and Octopus Dad...
@@p5rawQ yeah, the traversal isn't bad, but it isn't one of the core mechanics the game has it and it isn't bad but other games focus way more in the traversal than hzd Assassin's Creed for instance, which has a huge focus on parkour and it's way more complex than the moveme t in hzd
This is potentially the best video out there on traversal mechanics. A lot of games dont have these and games engines don't give you these out of the box.
This is one of the best video on this channel.
I really like this video. I was implementing a Third Person Character Controller on Unity and now I have a much better idea on how to solve some code/animations problems I was facing.
Thanks for sharing those AAA tips.
It's funny that he says that they wanted to have more of the world traverseable and would've liked to have had a navigation mesh. I actually positively noticed that there were relatively few invisible walls and you could go wherever you liked, except when the game wanted to keep you out of a certain area. My theory is that navigation meshes make it too easy to just punch a few holes into them for rough terrain so you end up with a game where less of the world is traverseable.
4:57 Zero Dawn: Dance Dance Revolution
There's a detail I'm interested that when you play the blend tree of MoveStart with diferent directions and at any speed. How do you determine this "speed". Cuz if it's driven by animation with root motion, it doesn't have speed yet. so the speed might be determined by the input strength on your joystick.
So there would be a point or a period of time when your MoveStart is done and you swtich from your "joystick input" to "actual speed" of the character, and it might cause glitch. I try to made one in unity and had this problem.
Awesome video. Thanks for the sharing the traversal mechanics. 👍
Horizon Zero Dawn is a 10/10 game.
Yes it is still playing it love it
It really is a great game. Right up there with Skyrim and New Vegas for me.
Red Dead Redemption 2 needs all of this...
60fps please
Before watching...I'm just surprised to see this game bringing up the discussion; Horizon Zero Dawn was a fantastic game in its own right, but world traversal was definitely not one of its strong points.
I think because they just moving from FPS to TPS RPG genre which require them to implement a lot of new tech just for Player Traversal, and all of those are (might be) something new for them (Or at least for some/most team member).
But in the end i still think that this is a very interesting talk. And i believe there's not much talk about player traversal though.
@@awesomeniac I see that now and agree..that was just my knee-jerk reaction. Usually in a video about X, they choose y developer because they did it best.
Could you share some titles that have strong world traversal? I'm enjoying this video and would like to learn more
@@peter47a The kind of traversal you'll find depends a lot of the game but I could think of the Dishonored series, the latest Doom, the Assassin's Creed series, the Infamous series and Vanquish being games where traversal is one of the core gameplay feature. They're not all open world RPG third person games but they're still relevant imo.
EDIT: Oh and Octopus Dad...
@@p5rawQ yeah, the traversal isn't bad, but it isn't one of the core mechanics
the game has it and it isn't bad
but other games focus way more in the traversal than hzd
Assassin's Creed for instance, which has a huge focus on parkour and it's way more complex than the moveme t in hzd
God! This presentation is really fascination but the cuts are horrible. After 15 minutes I needed a break ...