Burnout 3 (2004-04-28 demo): Difference between revisions
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Houndeye07 (talk | contribs) (Part 1 of overhauling the SHIT out of my overcomplicated writing... Will get around to finishing this later and for more pages as well.) |
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At the time of the demo being compiled, vehicle damage was being overhauled so it features the stretchiness of later builds, combined with the compressing from earlier builds. Akin to real car crashes, parts rarely ever leave the vehicle besides those that are rather loose such as wheels, hoods, trunks, and bumpers on 70s or 60s model cars. Deformation is rather strong, and this was likely the last the game would ever see the mechanic nicknamed 'Folding', where in hard crashes the vehicle will fold upwards likewise to real high speed crashes. Explosions are not presented this early in the game's development, however the fuel tank will still rupture, leaving a small explosion particle under it and lifting the car off the ground. Particle effects from both player and AI vehicles are much stronger, AI wrecks leaving behind plumes of smoke that make them difficult to dodge in large numbers. AI as well can rupture their fuel tanks in wrecks and be sent airborne, allowing for spectacular launches the player can risk driving under.
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File:B3DemoCarFold.png|thumb|The "folding" that can be initiated at about 90MPH. Its strength is controlled per-vehicle in the Value Database.
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=== Darker Undertones ===
Earlier versions of Burnout 3 are thought to be a lot more grim in tone, and this demo is no exception. Impact Time tracks are
= Known Issues =
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