RPGVault posted the 3rd part of their ongoing the Fall dev diary and this part of the series is by Sebastian Tusk, technical director on the Fall. Amongst a lot of other details, he offers us such bits as these:<blockquote>Of course, we also coded some nice special effects into our engine. The world of The Fall is full of desert wastelands, so Heat Blur was an obvious choice for us. You're also going to notice that kind of heat-induced reflections on the ground one can witness on a hot summer day. In addition to all that, sand blown by the wind intensifies the desert feel of the game. I'm pretty sure you're also going to like the weapon effects we implemented.
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Did I already mention Inverse Kinematics? Probably not, but it is certainly another noteworthy part of our code. IK, to offer a brief description, is about modeling character motion and how they interact with the environment. For instance, the position of the feet will be calculated exactly and depends on the terrain you're on. Picture your character standing on a hillside. Now, thanks to IK, you're not going too see the leg closer to the top clipping right into the hill. Another example would be the way characters are aiming. Their weapons point precisely at the enemies they're currently targeting and follow their movements. It's not based on a set of pre-made poses. And your characters can turn their heads to look at particular objects (Grim Fandango-style).</blockquote>
Link: the Fall dev diary on RPGVault
Spotted on RPGDot
(...)
Did I already mention Inverse Kinematics? Probably not, but it is certainly another noteworthy part of our code. IK, to offer a brief description, is about modeling character motion and how they interact with the environment. For instance, the position of the feet will be calculated exactly and depends on the terrain you're on. Picture your character standing on a hillside. Now, thanks to IK, you're not going too see the leg closer to the top clipping right into the hill. Another example would be the way characters are aiming. Their weapons point precisely at the enemies they're currently targeting and follow their movements. It's not based on a set of pre-made poses. And your characters can turn their heads to look at particular objects (Grim Fandango-style).</blockquote>
Link: the Fall dev diary on RPGVault
Spotted on RPGDot