We've got another video for you!
This week, John and Matt give you a quick peek at the Free-running mechanic in Eden Star, enabling you to traverse the world in a smooth, flowing, athletic way thanks to our procedural mantling and wall-jumping system.
Sorry about the poor-quality video capture. Trust me, it looks much nicer in-game :) Also even though John is playing here with a controller, it plays just as well on mouse and keyboard.
NOTE: ALL FOOTAGE IS PRE-ALPHA AND IS SUBJECT TO CHANGE (Pending YOUR feedback!)
There's also a bit more wanton destruction thrown in there for you, including some updated Tool PFX. We're in the process of overhauling everything, making sure we deliver the best possible experience for you at the Eurogamer Expo this September!
As always, check edenstargame.com for more updates, chat, comment, or ask questions to the devs on the forum and if you're a Redditor, check out our subreddit! Also Twitter, Facebook, carrier pigeon, smoke signals, message-in-a-bottle, email, snail-mail, Daily Mail or Christian Bale.
Disclaimer: We do not have any association with Christian Bale
Ahhh good old mirrors edge memories come at me hehe
So far the game is looking incredible and a free-running system made it all 100% Better!
Thanks! We're quite proud that we've managed to match Mirror's Edge with our small team :) I think it was all Tristan actually... Our programmers are Godly.
Out of curiosity is it possible if i could ask a bit in the tecnical side? i mean since the system is procedural i take its mainly being handled by traces? i always had a lot of interest in how these systems were handled ( mainly the whole detection part : p)
We designed the system to be dynamic by working in animation offsets and parameter limitations with a standard upside down 'J' set of 3 (and sometimes more) traces, it's been tweaked and there are also a few secrets in there too :) To know more, talk to the Dev's in the forums - thanks for asking.
J
Alright thanks ! im Definitly gonna ask in the forums