00:00PEGI 18
00:13Hey everyone, welcome to the latest edition of Behind the Wall, I'm Chase Strait, a community
00:18developer on Rainbow Six Siege.
00:20This month on the blog we're going to showcase our golden rules of 3C design as applied to
00:25cover and navigation.
00:27By reading the articles on the blog, you'll learn that one of these design principles
00:31is what we call 100% responsiveness.
00:35Rainbow Six Siege is an input-driven game, which means that you'll have full control
00:39of what's happening on the screen at any moment.
00:41So whether you're vaulting or repelling, you'll always be able to aim, shoot, reload, or throw
00:48grenades.
00:49You'll never be stuck within a contextual cinematic animation where you'll lose control of events.
00:55For example, wall reinforcements take a few seconds to set up.
00:59Our input-driven rule specifies that you can cancel the placement animation at any time and
01:05take back control of your weapon immediately.
01:07We've also received a lot of questions about cover mechanics in Siege, and we're happy to
01:12dive into that a bit.
01:13Because of our focus on reactivity, we implemented a free lean system where you'll be able to
01:19lean in any stance at any moment.
01:22This allows you to position yourself and establish cover freely in the environment.
01:30We chose not to develop a contextual cover system because we wanted you to always be in control
01:35and experiment with different lines of sight.
01:38If you want to know more about leaning in the cover system, come visit the blog right now.
01:42We'll all be explaining our 3C golden rules in even greater detail.
01:47See you there.
01:47In error.
01:48In error.
01:49In error.
01:58In error.��
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