Ok so we are having a lot of talk surrounding TDM's engine, and its amazing that we are having so much done in the way of improvements to it, lately.
I thought it could be fun to have a (yet another) place where we as fans could post things we would like to see added to the game, more specifically to its mechanics. Just suggestions for things that we feel would reinforce the game's strengths and design choices. Obviously, its up to the team and coders to know where to best place the resources and what needs to be prioritised. But a man can dream...
Having said that, lets start with something simple and easy...
Ok, maybe not an overhaul, but if theres one thing I always wanted to see improved in TDM (idtech4), before any graphical enhancement, was actually the physics. Not just the sort of fixing that has been taking place on specific points (like being able to KO guards with thrown or fallen objects, which was implemented back in the day). In my dream scenario, TDM would be going closer to a true "physics simulation" type of plataform (keeping gameplay needs at the front, of course). Why do I say that? The potential for a slow, deliberate stealth game in a trully responsive world are immense. Lets remember some of the possibilities to gameplay coming from great physics, as seen in Half Life 2 (I use it because its from the same generation as Doom3):
(In the second video) The moment where the player accidentally pushes the pc monitor and it falls down (at 2:02) making a mess, or the whole section from 2:50 to around 4:50 are great examples of things that would be so fun to have in TDM with a more advanced physics system:
- responsive chain reactions between objects, rewarding the use of moveables in maps because they can play a crucial role (you dont wanna accidentaly drop a bunch of bottles by bumping clumsily into the table holding them);
- pushing objects into place to create obstacles and have their combined weight slow down enemies;
- destructable geometry, based on their material (this is so amazing, as you can see in the first video with the wood structures - they seem to be true breakable shapes, organically reacting to impacts or pressure).
- being able to throw or cause the movement of heavy bodies that take out enemies and damage other bodies upon impact, even objects with so much mass that they can crush anything on their path;
HL2 is a prime example because they used physics masterfully to create all sorts of interesting interactions between the player and the storyline, like puzzles you had to solve using objects and force, or using physics to set traps and take people out, etc.
Unfortunately, our engine, although I think many of the principles are there, seems a lot more limited overall. So I wonder how realistic it is for TDM to eventually improve its physics mechanics, either by enhancing doom3's own physics, or by implementing parts of external engines like Bullet or something. Im no expert and have absolutely no idea how hard any of this would be. But I do feel this could be something really interesting for future gameplay.
Edited by RPGista, 22 August 2018 - 09:47 PM.