Look at Ray Allen slide literally from the free throw line to the hoop. What happened to footplanting? Did it get overshadowed by "Real Time Physics"?
Kind of...yeah.
Still working on that, but like I said in another post, the physics is currently fighting with foot planting.
Still working to get the animation side to catch up with the physics fast enough so foot planting can do its job. It's working great in some cases, still looks pretty bad in other cases.
I'm confident we'll improve it by the time we release the game.
Just so you know, by prioritizing the physics over the animation, you always get a consistent feel to the game, and the defender feels like a real physical presence when playing. You really have to work hard to break him down.
Unfortunately you can't really feel that from a video. But you can see the sliding.
We're working on the sliding...but we're absolutely thrilled with the way the game plays right now.
I think we chose the right priority, and now we're just cleaning up the loose ends.
Andrew wrote:The sliding has been garnering quite a few snarky comments on Facebook as well (why you'd bother to Like/Follow a page of something you don't like just to troll escapes me, but I guess I just don't see the fun in it)
HisGreatness wrote:if they keep the wrong collisions states in the game then it would be suck!!because as far as I observed from the clips there are no significant real life moves there especially ronron dunks on wallace... how could you explain that it is driven by real physics because slepy or whatever his name in the official 2kforum his moderator there he said that it is not called a real physics they just have a new animation system thats why the collisions are always driven in the wrong time and wrong place because they always testing it to a wrong movement.. just like Mike Wang said there inifficient there in the company thats why they keep hestating the devs to make sure that there game will always be different lol thats a big mistake.
Also they did not even polish some areas in there game at the early build thats why other people hates to see whats happening to there game.. also IGN complained already at there game at the early build..unlike 2k they did way much better than what i have expected from there game last year even it is an early build they already impressed other game raters like IGN... because they did it well as well as the concerned areas like defense and offense.
But not to say that Elite 11 is not a bad game as long as it is worth playing it is still good
Pdub wrote:They never said it is real life physics, but real-time physics. What it means is that the game determines what animations to use based on real-time physics calculations that are happening as you play. So, no longer does some predetermined code make two players warp together to emulate physics, but they actually have to collide during the game for a physical reaction to occur. When it does, the physics determine, again, in real-time, what animation to play out. Factors such as ratings, weight, height, and strength also affect what animation occurs.
For them to do real life physics, they would have to add hundreds of thousands of animations to take account for all the possible collision situations. Either that or come up with a new technology that dynamically alters animations procedural based on the collisions.
They are on their way, though. They have implemented something called inverse kinematics which allows players arms to reach and extend in a natural way to catch or away the ball. That means that during an alleyoop, players will attempt to catch the ball where it is in the air then have the ball warp to their hands. The same tech is being used on steals, blocks, and rebounds, making those animations virtually infinite in their number.
I agree that momentum should be taken into account, also. Maybe for next year, though. I wouldn't want a half ask version of it.
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