Only the way to calculate damage when jumping from above, the game village also has dozens of different results, not to mention the variations attached.
Today, let’s explore a rather interesting issue, which is how video games count How do you calculate the force when your character falls from above?
Only the way to calculate damage when jumping from above, the game village also has dozens of different results, not to mention the variations attached. But there is no game maker to “exploit” colleagues for not doing the same thing as me.
In an era of growing gaming and video games becoming more and more realistic, falling damage has also become a non-trivial factor in game production. Previously, even from 4-button games (NES) this was taken into account, but everything was made very simple. That’s okay or… loss of life.
Take Mario as an example, we can see this calculation, Mario jumps from the high step to the flagpole at the end of the screen, if you “miss” a little to make the plumber fall straight down, there is still no damage. This shows that the damage from falling overhead is not counted. But on the contrary, if you fall into an empty hole on the journey, Mario will definitely have to go back to that level, ie these holes are defined as falling damage = 100%
Going into later years, when the gaming world evolved and people wanted the game to be as real as possible. The damage calculation when falling from above is also recalculated. Accordingly, when falling lightly, it will lose less HP, the higher it is, the more it will lose until the rate is higher than 100%.
Counter Strike is the most common example. Depending on the height of the fall, it will lose a corresponding amount of HP. Even this is clearly defined through the gravity parameter that the kids liked to use cheats or prank each other back in Counter Strike 1.3. I have many times when the host name turns the gravity down to 0 to fly and then to 1000 while flying, causing me to die. Even set it up so high that when you step down the steps of the building, it is enough to die from falling damage beyond 100%.
I thought the magic of the fall that needed a bandage stopped there, but no. Game makers always come up with enough games to surprise you and this fall is no exception.
First, some games choose not to take damage when falling from above. This makes the main character’s ability to run and jump more flexible, and especially when he accidentally steps off the roof while fighting, it’s not too catastrophic. However, there are still specific dead spots like the gap in Mario that, if dropped, will be counted as “end of life”. Gamers who have experienced Portal, Prototype, Spider-man 2, Titanfall, Borderlands … will understand the feeling of flying from the roof of a building to the ground it “goosebumps” like.
Next, some games use damage calculation when falling from a height, but cleverly “promote” a mechanism that helps gamers compensate for that. My earliest experience is the laser gun (Tau Canon) in Half Life 1, when compressed it creates a jet when fired and if you jump from a high place, you can use it to reduce or eliminate damage. fall.
Some games use a more subtle and “transparent” approach as a skill to reduce drop damage. You will meet it in the Tomb Raider 2014 series, Far Cry 3, 4, 5, Minecraft, etc. Others use a more practical way of equipping a parachute or a wingsuit that will allow gamers to push the release button if dropped. from a height above the safe level. Genshin Impact, Just Cause, Far Cry versions 3, 4, 5,… have taken full advantage of this.
Especially most games offer a cinematic solution that when falling from above into the water will be free of damage. Especially Minecraft pushes this up to an unbelievable level when you fall from a cliff ten thousand feet high into a thin layer of water (water is only 1 cell deep) still full of life.
Up until now, we have had too many ways to calculate damage when falling from a floor in the game world. However, that certainly will not stop when game makers are always calculating more and more ways to make their games more weird and different. Therefore, in the future, there will be many ways to calculate the fall force both physically and non-physically.
But no matter how the calculation is, gamers only need to remember one thing: It’s good to fall alive, no matter how tired you are to calculate it!
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– Emergenceingames.com