Alright, so here is what I have-threw a much nicer background together for it (thanks for mentioning to state tri count) and added some more damage to the handle and the edges. Feedback is absolutely welcome!
Gamespy claims: "The weapons have a much better feel: if it looks like you should be hitting a guy, you can bet he's taking damage." How does that figure with the "inaccurate weapons" complaints?
or you may even be able to create some sort of a physics based animation in max/maya, and import that and call the animation to happen when damage is given through kismet. and then toggle the volumes as sprunghunt said
wouldn't fit the wipeout theme though, they usually have pit "stops" where they repair their damages, but some weaponry may be interesting, just curious how the quake could be spawned from one of the racers ;)
Scalable Muscle-actuated Human Simulation and Control(SIGGRAPH 2019) I was thinking this could be really useful for character muscle-accurate movement, particularly in regards to damage from weapons. https://youtu.be/a3jfyJ9JVeM?t=295
Cageless baking really is not such a crazy thing; we were doing it at Splash Damage; ask Ben or Vincent, the results we got on weapons were definitely on par with what they did before for Brink, and it saved us time.
If you're looking at a wide, perhaps inexperienced or less 'core' market, you want the points the players put in towards upgrades to have a bigger affect such as new abilities, as opposed to those '2% increase to attack damage' upgrades.
Should have updated this sooner. Currently working on a junk shop to go inside one of the train carriages. Still in Maya, but moving into Unity soon. Trying to damage/add some character to the objects. Any feedback is appreciated!
the ground is flat and ugly. which i guess it really is in a location like this. but still try and add more variation if you can. add some farm equipment. if the place is run down type- do some damage to it.
Some more progress on Medusa Mk II. The sculpt is mostly finished aside from the tail and some damage/fine detail. Getting a bit sick of looking at her at this point, but I've started so I'll finish!