• SGG@lemmy.world
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    4 days ago

    Honestly back when I was a kid this is how I thought games were made, every possible image of a game was already saved and according to your input it just loaded the next image.

    I stopped thinking that with 3d games

    • 0ops@lemm.ee
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      4 days ago

      I thought that they were managing that stuff on a per-pixel basis, no engine, assets, or other abstractions, just raw-dogging pixel colors.

      And before I even played video games at all I was watching somebody play some assassin’s creed game I think and I thought the player had to control every single limb qwop-style.

      • FateOfTheCrow@lemmy.blahaj.zone
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        4 days ago

        In the first few Assassin’s Creed games, they did use the idea of a Puppeteer system for the control scheme, although it wasn’t physics-based or anywhere near as hard as QWOP. Each of the controllers face buttons performed actions associated with each limb, and the right trigger would swap between low profile actions and high profile actions.

        In the top right of the screen, there was always a UI element showing what the buttons did at that moment in that context, which might’ve been why you thought it was a QWOP style system. It’s not exactly what you were thinking of at the time, but you were closer than you realise.

    • Scoopta@programming.dev
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      4 days ago

      Even with 2D games that’s basically impossible. Only time it could work is with turn based games and then…you end up with this post lol.

      • Wolf314159@startrek.website
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        4 days ago

        I see you’ve never played “Dragon’s Lair”, where every scene was cell animated and the player “chose” the path that the animation would take.

        • Scoopta@programming.dev
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          3 days ago

          LOL, I’ve actually heard of it, but I have not played it. Ofc that game never even crossed my mind when writing my comment haha. I suppose choose your own adventure style books also fall into this category.