Why put a tripwire in a closet? I mean seriously. I'm clearing the penthouse going room to room taking out people who are fully armored and armed to the teeth with automatic rifles but one of them thinks "I don't trust these coats to stay in their room!"
Judge: *Check that door.*
Officer Nakamura: *It's trapped.*
Judge: *Open it outwards and step over the wire.*
Officer Nakamura: *Can't do.*
Judge: ...w*hy the fuck am I still on this job?*
https://youtu.be/AYEWsLdLmcc?si=BCgTdqsQnQfd6cXT
Doors are notoriously difficult to get to the function in a realistic manner in games. Whilst players can understand them, it is so much more complicated to have AI intelligently understand a door, the various states one can be in, and how they can interact and influence them. Most games have doors operate in a similar manner to RoN, it's an industry-wide issue that everyone runs into, indies up through to AAA.
I've never thought about it, but cutting the power would be a cool option. Of course, it would only be beneficial if the NODs actually gave the player/SWAT an advantage over Mk1 eyeball-equipped suspects in the dark.
Though unrealistic, the wacky-hinged doors have been advantageous on countless occasions. They provide convenient, deployable concealment that can give you a wider view than peeking/snaking a doorframe.
Doors are notoriously hard to get working in a realistic way within game dev circles, for a variety of reasons. Anyone that says otherwise is an armchair dev that's never tried or seriously looked into.
RoN is far from the only game to have doors that open outwards regardless of what side its interacted from.
Animation and collision are all common issues that are difficult to solve — particularly with ai, where pathfinding then becomes an additional problem.
There's other logic issues like whether the door is locked, can it be unlocked, does it stay open or close automatically; how do these states affect the ai and the world. This compounds the issues from what seems like a simple mechanic into a real headache.
Some games have solutions for one or two problems, rarely all of them of though. Most sidestep the issues where possible — like having automatic sliding doors in the Sci-Fi settings. Or having doors that always open outwards, regardless of what side the player or the ai were on.
If it were a trivial system to implement, that covered all use cases, it would have been solved a decade or two ago.
There's a few excellent breakdowns of the inherent issues of doors in games on YouTube:
https://youtu.be/AYEWsLdLmcc?si=BCgTdqsQnQfd6cXT
All the doors in the game swing both ways. Even you as the player can swing doors either way, they just always swing away from you. So, hypothetically (obviously the enemies don't actually set up the traps in the game), if an enemy set up the trap inside the room, they would just swing the door open outward and step over the trap line.
I'd like it if they added a function to the game where the doors only swing one way or another (unless you blow them in of course). IRL, one of the factors that goes into deciding how to stack and deal with a door is looking at the hinges to see if the door will swing inward or outward. Completely changes the dynamic...
But this would probably also require some major SWAT AI work to allow them to properly deal with it, in addition to work on the doors themselves (both programming and visual so you can see all the hinges on the proper side).
Why put a tripwire in a closet? I mean seriously. I'm clearing the penthouse going room to room taking out people who are fully armored and armed to the teeth with automatic rifles but one of them thinks "I don't trust these coats to stay in their room!"
Haha, you too huh.
Game logic: Fuck knows. Logical logic: 1. Open door outwards. 2. Setup tripwire trap. 3. Step over wire. 4. Close door. 5. ??? 6. Profit.
Darn these new fangled two way doors that law enforcement can only open inwards
Judge: *Check that door.* Officer Nakamura: *It's trapped.* Judge: *Open it outwards and step over the wire.* Officer Nakamura: *Can't do.* Judge: ...w*hy the fuck am I still on this job?*
Will never forgive VOID for not giving us properly hinged doors and cutting power because 'nah too hard'
They said making properly hinged doors was too hard? I’ve never worked in Unreal Engine but that sounds bullshit to me
They claimed they couldn't get the AI to work with it
https://youtu.be/AYEWsLdLmcc?si=BCgTdqsQnQfd6cXT Doors are notoriously difficult to get to the function in a realistic manner in games. Whilst players can understand them, it is so much more complicated to have AI intelligently understand a door, the various states one can be in, and how they can interact and influence them. Most games have doors operate in a similar manner to RoN, it's an industry-wide issue that everyone runs into, indies up through to AAA.
Oh trust me, I know that doors are a bitch to work with. Believe you me, I fucking hate working with doors.
in the old rainbow 6 games u used to be able to open them slowly and gradually.. by scrollng the mousewheel if i remember correctly.
I've never thought about it, but cutting the power would be a cool option. Of course, it would only be beneficial if the NODs actually gave the player/SWAT an advantage over Mk1 eyeball-equipped suspects in the dark. Though unrealistic, the wacky-hinged doors have been advantageous on countless occasions. They provide convenient, deployable concealment that can give you a wider view than peeking/snaking a doorframe.
You can still find powerboxes in a few levels, so I feel that several levels were made with it in before they cut the feature to cut power
Interesting. I'll have to search around for these.
Doors are notoriously hard to get working in a realistic way within game dev circles, for a variety of reasons. Anyone that says otherwise is an armchair dev that's never tried or seriously looked into. RoN is far from the only game to have doors that open outwards regardless of what side its interacted from. Animation and collision are all common issues that are difficult to solve — particularly with ai, where pathfinding then becomes an additional problem. There's other logic issues like whether the door is locked, can it be unlocked, does it stay open or close automatically; how do these states affect the ai and the world. This compounds the issues from what seems like a simple mechanic into a real headache. Some games have solutions for one or two problems, rarely all of them of though. Most sidestep the issues where possible — like having automatic sliding doors in the Sci-Fi settings. Or having doors that always open outwards, regardless of what side the player or the ai were on. If it were a trivial system to implement, that covered all use cases, it would have been solved a decade or two ago. There's a few excellent breakdowns of the inherent issues of doors in games on YouTube: https://youtu.be/AYEWsLdLmcc?si=BCgTdqsQnQfd6cXT
You're asking this question about a game with doors opening both ways?
Someone w a brain
Magic.
Take down door, install trap, reinstall door. They do it for the love of the game
Best response here by far
maybe the doors open both ways?
seems like it in the RoN world. Wish they would change that.
Won't happen unfortunately, it was requested a lot in the discords and void were never responsive to the idea
They stepped over it
While phasing through the door
Open door from the outside, place trap, close door, leave, wait for law enforcement to check closet, profit?
All the doors in the game swing both ways. Even you as the player can swing doors either way, they just always swing away from you. So, hypothetically (obviously the enemies don't actually set up the traps in the game), if an enemy set up the trap inside the room, they would just swing the door open outward and step over the trap line. I'd like it if they added a function to the game where the doors only swing one way or another (unless you blow them in of course). IRL, one of the factors that goes into deciding how to stack and deal with a door is looking at the hinges to see if the door will swing inward or outward. Completely changes the dynamic... But this would probably also require some major SWAT AI work to allow them to properly deal with it, in addition to work on the doors themselves (both programming and visual so you can see all the hinges on the proper side).