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Will the other helmets be closed at the back? I mean... now you can still see the skin of the neck and I guess that would give some problems in space :)asked by Farewell-Red

TL;DRHelmets won't leave the neck exposed; after the demo playtest showed this, a black rubber fix was added, and a modular helmet-to-suit connection is being considered as design needs evolve.

No, never.

Of course not, when we were working on GamesCom. We're doing the demo, we're doing the play test and then someone comes up to me and they're like, 'you know, the characters are kinda cool and all but when I was doing the EVAing, my neck was kinda like, you know'...

And we're like, that is a design choice.

We're out there in space, and I was like, 'is that a problem?' Would that be a thing?' So actually, currently we got that fixed so actually it kinda has some black rubber that protects you. But you brought up a good point a week ago when you were talking about having a type of, you know, attachment or some kind of...

Bridge between the helmet and the suits that's kinda modular. That way you can take the suit helmets on and off and they actually do kinda cover...that was just one of those things that you don't really think about until you're in space and all of the sudden your neck is exposed... that's not right. That's gotta hurt.

Yeah, it's hard too because when you first design a character sometimes when we're doing the marines, they're going to be fighting indoors. So, we kinda designed them for a situation like that and then as design goes on they're like, 'you know what would be really great, now these guys are going to launch into space or now the hull's going to be breached'. So, as design throws things at us, that's when we start to come back and fact check our characters. Between like, now we know that all the marines pretty much or all the combat soldiers or essentially going to have to be EVA capable at some point, to some extent, or at least survive in...

That loops us back to the first question which is, that's when we go back into the vault... and we re-evaluate the concept, we figure out do we need to go back to concept stage and make some adjustments, can we make them on the fly, like Omar did with the jetpack for the GamesCom demo... is it a temporary solution, is it a permanent solution.So, we go back see what we can do and then all of the sudden we have the necks clamped and we have the jetpacks. Then we learn from it, so then that's the next iteration, is we say, okay now when we're doing the concept for the EVA jetpack that Jeremiah's working on, we know the way the thrusters need to be set up now. Which means they're going to take that into account so they're going to be even better than the last version.

Exactly.

As we're fleshing this out, because we are in pre-production, we are still learning how the game mechanics are going to work. So, that's just a very organic iterative process.

Right. I think it's difficult too because one thing is just that, so concept would have to know that all these marines would have to be EVA capable yet they don't know when they're drawing it that it does, because you don't know it until it's built and it's in game. Then you see, that ok, this is a problem but that's something that needs to be designed. Once that happens, then we can go back to concept and say, 'All collars, there needs to be some sorta collar or connecting point'. Then they'll concept it, when we get to the game... the guy who's modeling the character, he needs to know here's where the geometry goes, here's where it connects. The concept is now built off this one point...

Yeah exactly.

But there needs to be a whole bunch of things to occur for us to notice and to develop it.

You need the suit to support it so it snaps in, you need the helmet to support it, then you need all the modular pieces of the suit to support it. So, it's a thing...

Yeah, especially ones like modular, flying through space. It gets...

Why do we have to do space, you just have to support everything. Just the way it is.

Space and land and sea...

I'm not saying that sea though, I'm not announcing...

You just did that.

No submarines.

No sea. No planets of water, please... actually that would be pretty easy.

That was a good question though.

Do Waterworld with Kevin Costner.

Really? We're going to do Waterworld?

Announcing two thousand and... just kidding.

Not true. That would be awesome. Some modders out there do that.

10 for the Artists›Episode 04·
Published on this date.10 Aug 2015