Story elements seem to be minimal - at one point in the video, you can see cave drawings that give backstory - but the gameplay is clearly heavily inspired by Shadow of the Colossus. Praey of the Gods depicts a female protagonist trapped on a snow-covered island, who tracks and hunts down the massive creatures that roam it. The player will need to manage stamina to keep from getting exhausted, as spending too long in the cold or without food will slow you down - perhaps enough for the giants to catch up with you. The real difference, as seen in a new gameplay trailer (thanks IGN), is that you'll also need to worry about survival elements. But Praey clearly bears a much stronger resemblance to Shadow of the Colossus, right down to climbing through the hair of giant monsters. Last year, Praey for the Gods face a minor legal difficulty with Bethesda forcing it to drop the "Prey" from its name. No Matter tapped Unity’s features for innovative artists and designers.Praey for the Gods's latest gameplay footage shows a Shadow of the Colossus clone where you need to worry about food and the elements. Whether putting a monstrous giant/beast or unforgiving weather in your face, tiny No Matter Studios is building a big story with convincing material effects to match. This also allows action-packed interactions between the boss and any rigid bodies it encounters.” This “proxy” mesh allows No Matter to record the mesh animation and then translate it back into the physics system for high-fidelity output.Ĭhien and company are very pleased with the result: “The Animated Physics system allows players to climb and collide with our bosses as they are moving, while making sure that the collision on the boss is as close as possible to the visuals players see. The system works by having a slightly lower resolution proxy physics mesh – the same way you generally want to create lower resolution physics meshes for props. On a high level Unity allows animated meshes to have physics that move with them and interact with other physics accurately. As Parnell says, “Having players struggling in our extreme environment is a core Praey for the Gods gameplay mechanic, and tessellation helps us achieve it.” Setting up the snowy surfaces in this manner also enables No Matter to create areas of deep drifts where the player actually gets submersed, impeding their progress and heightening drama as they collide with the underlying terrain. So when the player or an object intersects with the snow we remove that section, giving the appearance that the snow has been pushed down, creating realistic footprints.” “Using tessellation, our snow tech pushes up snow based on the height we paint it on the terrain. “We wanted a solution that would allow characters and objects to push down the snow in a realistic way,” says Wiese. This allows designers to achieve far more detail on surfaces, depth and resolution to achieve ultimate fidelity. To achieve this, Chien and the team exploited Unity’s tessellation capabilities, which enables you to create geometry, such as polygons or closed shapes, that tessellates, or breaks down, into smaller and smaller geometries. And Wiese adds: “We could just have used footstep decals to fake snow but we wanted something much more interactive and realistic.” It’s so omnipresent it’s really like another boss,” says Parnell. “As well as creating some amazing epic bosses, we knew that snow would be crucial for us.
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