> 2533274947805189;53:
> > Obviously, they also meant leveldesign, movable objects, i.e. the scarab, etc.
> > Which once again has no effect on the gameplay itself.
>
> What?.. all those things are part of the gameplay…
No, they’re not. The gameplay is the sum of all the mechanics you are using as a player.
By your reasoning, every single mission in a campaign within the same game has different gameplay, because they take place in different levels.
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> For example the Firefight scene in Reach when you defend Halseys lab.
If I remember correctly, that section has more enemies cumulatively, but they spawn in waves and less enemies are present at the same time.
However, I am not certain, so I will go back and replay the section to do a headcount.
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> They had enforcer, regret, jetpack-elites and tartarus what I can think of, Halo 3 has 3 types of pureforms, Flood Brute combat form, jetpack Brutes, Hammer Brutes, advanced Scarabs and AI Arbiter.
> […]plus more viecles. which is pretty much an AI by it’s own when an enemy is in it.
I hope you are not actually counting every single weapon as a different AI as well?
Similarly, the Brute combat form has the same AI as the rest, they are just “combat forms”.
As far as I can tell, there were no new forms of Grunts, Jackals, Drones or Hunters, so those contribute to both games the same way.
Halo 2 had at least four different Elite AIs (regular, stealth, jetpack and Ultra) as well as one Brute AI. Halo 3 did the reverse, they had four Brute AIs (regular, stealth, jetpack and Chieftain) but only one Elite AI (which was the same they used for the Arbiter, as far as I can tell).
Then Halo 2 has three bosses with unique AI and the sentinel enforcer. Halo 3 has the pure forms and the scarab.
Halo 3 only has more disctinct AI if you include the 343 Guilty Spark fight, which was so heavily scripted, it’s laughable, he even just floats in one place waiting for you to shoot him. (The reason for that is that it initially wasn’t even planned as a boss, he was supposed to die in a cutscene, but Bungie later felt the player deserved his revenge after three games.)
It would be interesting to see which vehicles actually constitute their own AI. For example, I am fairly certain that the Chopper and the Ghost have at least similar, if not the same. However, at least the Hornet is unique.
So yes, I concede, if you factor in vehicles, Halo 3 does have more distinct AI than Halo 2.
Barely.
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> Do you mean the birds? how are they more relevant for gameplay?
They’re not. But neither are the rats from Infinite that you mentioned. I just wanted to point out that this isn’t some huge new addition by 343.
> 2533274947805189;53:
> You missed what I said though :), I said they could probably fit one or two of them in there, but not all of them as they were already pushing the bounries, I have no doubt they could fit sprint in there, and maybe more if they really had to, sprint is one of the simpler ones.
I didn’t miss anything, I just disagree. As Naqser already replied, these mechanics take up ridiculously little space.
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> Oh now this elite is flying so now whe just transfer that to chief, easy peasy xD.
Actually, that’s exactly what it is. Obviously, you’d need to make new animations and figure out how the buttons work, but in terms of the mechanic itself, everything is already in place.
And even if it weren’t, you could literally just modify the preexisting jump mechanic to continue giving you an upwards boost while you’re already in the air.
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> they didn’t have rolling in CE, they had an AI who was programmed to do that animation when being shot
Same thing. In terms of coding, they need a script that quickly changes the enemy’s position while propagating him along an arc across the floor. The same script can be applied to the player and tied to a button, all you’re missing is the animation.
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> The armor lock isn’t that simple, they have to code, how long it lasts,
Is already implemented in the charge-up time for the overshield. It’s a variable that can be modified.
> 2533274947805189;53:
> how fast it recharges, how much it can be used if it isn’t recharegd all the way
Already implemented in the Arbiter’s camo.
> 2533274947805189;53:
> make the animation, switch to 3rd person,
Animation has nothing to do with the gameplay, I’m talking about whether or not the mechanic would be possible on the OG Xbox hardware.
Halo has already scripts for switching to third person, anytime you enter a vehicle. But even if it didn’t, they wouldn’t even need to script anything new, just have the player keep standing in first person and add the invincibility effect from Tartarus to show that the player is currently invulnerable. Bam, done.
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> lock your controler
Halo already has that. Mounting a turret locks your movement while entering the driver seat of a warthog locks your combat. Combine the two and you’re done.
In fact, treating armor lock like a vehicle in terms of coding solves a lot of issues. You can use the 3rd person animation, disabling buttons is already possible, damage can be diverted so it doesn’t do damage to the player but the “vehicle” instead, etc.
> 2533274947805189;53:
> Look at infinite, do you think they could have just thown all those abilities in CE? on the original xbox?
Yes.
No problem whatsoever.
As I already said, grappling hook exists at least since the N64 era. So does clamber.
Sprint existed at least since the OG Xbox. Slide as well.
Drop wall would be the only one where I’m not sure what to compare it to and when something like that first appeared.
That being said, just make a script that spawns one of these stationary shields that Halo already had. Change the shape and give it the behaviour of the sentinel shields, where weapons fire can pass through one way.
> 2533274947805189;53:
> > They can easily do both. Releasing the same gameplay on both consoles, but if you want the fidelity as well, you know which version to buy. The engine needs to be scalable anyways because of PC.
>
> But they havn’t done both.
Since the Xbox One X (not the Series X) was the main development platform for Infinite, I think they did?
Unless you are referring to “the game hasn’t released yet, so it’s technically not on both platforms yet”.
> 2533274947805189;53:
> It is not directly gameplay no, but would you like the gameplay equally without sound though?
Having low quality sound and having no sound are two different things, though.
That being said, I would actually appreciate if the game didn’t require sound to play, to make it more accessible to deaf people.