The Invisible Walls of Dark Souls

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  • Опубликовано: 28 сен 2024

Комментарии • 1,5 тыс.

  • @illusorywall
    @illusorywall  3 месяца назад +476

    Responding to various comments in one pinned comment here!
    - - - - - - - - - -
    From @inakilukac -
    "I DO HAVE QUESTIONS!!!
    1. Lock-on system, does it use the high poly collision or the low poly one?
    2. Enemies, which collision obstructs their view when trying to aggro you?
    3. Your attacks bouncing on walls if you're too close, which collision does it use to determine it?"
    1) Lock-on uses low-poly collisions. So in the example with the arrows getting blocked when trying to snipe the crow demons in the tower, flying right up to the outside tower so they're nearby, you can't lock onto them because of the low-poly collision blocking your way. Same goes for the hollow seen at 4:05. You can free aim throw a projectile at the hollow because of the lack of high collision blocking the window, but the low collision blocks your ability to lock on.
    2) Low collisions also block enemy line of sight.
    3) Melee attacks impact low collision instead of high collision. So the spot I showed in Firelink where your projectiles pass through, your sword will still hit it. :)
    - - - - - - - - - -
    From @bronze81 - "You can actually clear the invis wall by the burg merchant, at least in ptde ruclips.net/video/TI5_Ak8_iSk/видео.html (~3:50 in this video)"
    Oh my god, hahaha. I simply did not envision making it all the way up those objects without breaking any of them. Speed runners are scary.
    - - - - - - - - - -
    @scantyer Informed me of something much more egregious than the missing high collision in Firelink Shrine, something I didn't realize was already looked at by king bore! That area behind the Black Knight in the Undead Burg? An entire section of building is missing its high collision! It's WIDE open for throwing projectiles through it: imgur.com/a/cRP4AUP
    - - - - - - - - - -
    From @xormak3935 - "At the start of the depths, the archways don't just have the low-poly collision in mid-air but also the high-poly collision as it seems. Arrows get stuck in that same space that the player collides with. Very annoying when trying to snipe enemies from the stairs."
    I took a closer look and it's extremely cursed. There isn't high collision there, so your arrows *should* pass through. This doesn't make any sense because you're standing so close to it, though, so why wouldn't the high collision be loaded from there?
    It's because the ceiling of the hallway (including the archways) wasn't made as part of the hallway you're in, and it belongs to the set of collision for the Butchers' room instead (for no apparent reason). And despite being so close to you, it doesn't want to load the high collisions of the butchers' room until you're literally inside it. Go down into that room and find an angle where you can shoot back up through the arches, and now your arrows pass through correctly. lol, what a mess. imgur.com/a/6HuZWgy
    - - - - - - - - - -
    From @victorpilgrim - "1:17:10 i cannot believe you didn't mention the invisible trees of in the duke's archives garden"
    lol, I can't believe I missed this! So there's at least one invisible tree you can walk into: imgur.com/a/t6TTUsB
    With a quick look I couldn't find any others, but so far I did find two more floating trees that are too high off the ground to walk into (another skinny vine-like one like the other, and another regular full-sized tree). Funny stuff! The floating door wasn't the only thing they had issues with here, apparently.
    - - - - - - - - - -
    From @RucaBurankee - "41:29 "do you know any other place where this happens?" Does this count? ruclips.net/video/qJ4uFUjhPz8/видео.htmlsi=jD8WozfKik0rwQpS"
    Lol, no because that's not a kill plane getting you! But in a way that's more fascinating to me because you must be tricking the game into causing fall damage by doing that. I can't think of any other explanation, at least. I didn't know you could do that.

    • @TerraHardcore
      @TerraHardcore 3 месяца назад +1

      prolly the scene change caused a fall damage issue.

    • @gardian06_85
      @gardian06_85 3 месяца назад +21

      typically what you call "low collision" (the game might use these terms) is just called "simple geometry" because it is simpler to do the math on, while what you call "high collision" is typically called "Complex Geometry". generally you want to avoid concave and convex shapes as much as possible, so we reduce things down to flat planes and circles/cylinders as much as possible, all in the name of speed. there is an entire superset of Game Engine Physics for collision detection: it all stems from "computers are really really bad at logic, but can do math mostly well" (see "floating point approximation"). the distance equations for 3D space when talking about non-flat or circular things get very special (remember that the physics system does not intuitively know what is "inside" or "outside" and we might need to determine this "isColliding()" or "isOverlapping()" for every surface the given entity could be near, so simplifying the geometry as much as possible can save hundreds to thousands of collision checks per entity; just so the character can walk down a set of stairs and not be floating.

    • @CriticalFeline
      @CriticalFeline 3 месяца назад +2

      you didnt mention anything about the weird collision with the spiral elevator in Anor Londo ;-;

    • @imsomething5485
      @imsomething5485 3 месяца назад +2

      For your comment at 41:29 about areas that will kill you for simply standing on them, there's at least the Brume Tower one, not sure exactly how it's triggered however since it's not instant

    • @alephnole7009
      @alephnole7009 3 месяца назад +1

      One of the weird places your character can just randomly die I is in DS2 Iron King dlc right near the first fire at the top of the tower.
      I'm not sure what but just standing around that area can randomly kill the player.

  • @TheGodEmperorOfMankind_
    @TheGodEmperorOfMankind_ 3 месяца назад +1631

    Some dev left a tiny spot without an invisible wall in an boss arena
    The community: Oh yeah, that's the Cheese McCheese spot 9000

    • @Classysassy12
      @Classysassy12 3 месяца назад +55

      Damn i didnt know the emperor is a darksouls fan, is this what u do while on the golden throne?

    • @FFKonoko
      @FFKonoko 3 месяца назад +30

      ​@@Classysassy12 yeah, he loves relaxing with a light hearted game.

    • @d3vitron779
      @d3vitron779 2 месяца назад +10

      @@FFKonokotoo busy playing DS1 to pay attention to his kids lmao

  • @rheenusthebeanus4559
    @rheenusthebeanus4559 3 месяца назад +492

    Hearing that the pillars in the depths aren't protected by an invisible wall is the worst news I've heard all year. I truly am a fatty and the message was right

  • @Master_fatman_real
    @Master_fatman_real 3 месяца назад +985

    The “fatty” message in The Depths, is now officially canon

    • @jamesarthurkimbell
      @jamesarthurkimbell 3 месяца назад +122

      No plump sort ahead

    • @conspiracypanda1200
      @conspiracypanda1200 3 месяца назад +131

      ​@@jamesarthurkimbellI swear, every tiny alley and window is religiously marled by a sign saying "No plump sort ahead" or "If only I had a skinny sort". It's as reliable as the "Liar ahead" + "Invisible wall ahead" combo. My other favorite repeated joke is any sewer hole in the wall, resulting in "Could this be Elden Ring?"

    • @FFKonoko
      @FFKonoko 3 месяца назад

      ​@@conspiracypanda1200"try thrusting"

    • @scottcameron3030
      @scottcameron3030 3 месяца назад +50

      ​​@@conspiracypanda1200My favorite message system running gag has to be the people that place "Try jumping" near ledges where you will very obviously die by jumping off, or tell you to stand still by a ledge near an enemy that will knock you off and kill you. You also can't go wrong with "Praise the Elden Ring!" randomly littered around in Elden Ring, or "Amazing chest ahead" in front of Quelaag's boss arena or Gwynevere (or a painting of her in Anor Londo, which was very funny when I realized what it meant). There's also "Don't give up, skeleton," which is a classic as well.

    • @groku5135
      @groku5135 3 месяца назад +10

      @@scottcameron3030 Mine would be the skeleton related ones in DS2, made me chuckle everytime I found a skeleton with a message commenting on it !

  • @eddie-booth
    @eddie-booth 3 месяца назад +650

    do you feel like you are betraying your roots as a man named after walls that look like they exist but don't by making a video about walls that don't look like they exist but do

  • @artvandelay1720
    @artvandelay1720 3 месяца назад +159

    The first time I fought the iron golem, I was incredibly nauseous from the screen shake, then suddenly he just did a backflip off the arena and died. That was surreal. I was very confused until I eventually had it happen again and noticed that he just got teleported upward due to the collision issue.

    • @anticksss
      @anticksss 3 месяца назад +9

      First time I fought him I was two hits from beating him and he stomped me through the floor and I fell under the map and died lol

  • @TheDominitri
    @TheDominitri 3 месяца назад +89

    35 minutes in and seeing the reasons behind the Taurus Demon fall, the lower undead burg skip, the titanite demon blocker, and the invisible arch you can hit your head on is insane, these are such iconic parts of the game to me.

  • @minilabyrinth
    @minilabyrinth 3 месяца назад +456

    Hi 3D modeler here, the flickering is called Z fighting and happens when two faces are in the same planar location I.E. the same spot at same angle, and the renderer gets instructions to display both at once but you can only put one pixel at a time so it kind of wigs out and flickers between both

    • @tbotalpha8133
      @tbotalpha8133 3 месяца назад +63

      Of course, the renderer has to resolve the conflict eventually. Because it's a computer program, and computers can't handle ambiguity. Which face gets rendered ends up being determined by the pseudo-chaos of floating point numbers, putting some pixels of both faces a tiny fraction closer to the camera than others. Which is why the faces flicker as the camera/the faces move around. The floating point numbers keep changing, frame by frame. So the renderer resolves the z-fighting conflict differently, frame by frame.

    • @monhi64
      @monhi64 3 месяца назад +1

      My question has now become why the program is smart enough to realize that they are two distinct faces in the same place and displays them properly instead of a random tv static looking mishmash BUT isn’t smart enough to find a better way to display them than flicking between both faces 10 times a second. It doesn’t feel like a particularly hard problem to solve at least to an amateur coder

    • @AnUncleanHippy
      @AnUncleanHippy 3 месяца назад +37

      ​@@monhi64 Because the computer hasn't been told which one takes priority. Decal rendering, for example, is basically a flag you can code into your render that if a plane that is z-fighting is a decal, it will always render on top. In order to stop Z-fighting, you need to tell the renderer which ones takes priority.
      Programs also aren't smart, they just do what they're told.

    • @Deadgye
      @Deadgye 3 месяца назад +3

      ​@@monhi64 Most likely the in-house tools do have the ability to set render priorities. Don't forget that this video is made with mods and the public release version of the game.

    • @tbotalpha8133
      @tbotalpha8133 3 месяца назад +20

      @@monhi64 The renderer ISN'T smart enough to realise that two different faces are occupying the same space. That's why Z-fighting happens. The renderer is trying to determine how to colour every pixel on-screen, so it looks for whichever planar surface is closest to the camera. Because that plane will naturally block whatever is behind it, therefore the pixel should be coloured to match that front-most plane.
      But when there are two planes in the exact same place, with the exact same orientation, then the calculation to determine which plane is closer to the camera becomes unpredictable. The renderer may call a function to calculate the distance from the camera to the plane, and that function will most likely return a floating point number. But floating point numbers can behave unpredictably, especially at very high precision. So if the renderer checks a single pixel, then plane A and plane B may return numbers that are different by a tiny fraction. When the renderer compares these values, it sees that plane A should be in front of B. And so it colours that pixel to match plane A.
      But a neighbouring pixel might return numbers that are different in the opposite direction. So the renderer sees plane B should be in front of A, and so colours that pixel to match plane B. That messiness is what leads to the patchwork or stripey rendering effect of some faces. And of course, when the camera moves and rotates, that changes all the floating point numbers again, every single frame. Which is what produces the characteristic flicker of z-fighting. And if the distances of the planes end up being exactly the same, then which plane gets rendered will come down to the particulars of the rendering function, and the order in which it executes statements.
      In other words, no, this is not a trivial problem to solve, and certainly not by an amateur coder. But a fix would also be unnecessary. It's highly unlikely for any two faces to end up overlapping like this by accident, and any modeller could fix the issue in a second. Rather than creating bloated, unnecessary rendering code, just tell your modellers to not leave faces overlapping like this, and z-fighting will never be a problem.

  • @ExaltedUriel
    @ExaltedUriel 3 месяца назад +46

    On the topic of the enemy-only invis wall in front of the Everlasting Dragon, in Zullie's "Killing the Unkillable" video, she points out that when you kill the Everlasting Dragon, it also plays the "boss defeated" sound (though with no accompanying "Victory Achieved" popup). Another bit of evidence for the Everlasting Dragon being intended to be fightable at some point.

  • @Sekiro_lover
    @Sekiro_lover 3 месяца назад +450

    Dark souls dissected is the best series on RUclips fr

  • @planescaped
    @planescaped 3 месяца назад +417

    As a child I saw my father watching woodworking shows and in-depth how its made like documentaries on machinery and mundane stuff and wondered how in the world he could sit there watching this stuff.
    Now at that same age I watch hour long breakdowns on invisible walls in Dark Souls and 4 hour breakdowns on video games I have and will never play. I am become old, destroyer of long form content.

    • @forgot7en
      @forgot7en 3 месяца назад +37

      enjoyer* of long form content

    • @dundealshowdown
      @dundealshowdown 3 месяца назад +2

      @@forgot7en destroyer still worked :)

    • @cosmicwonderer6269
      @cosmicwonderer6269 3 месяца назад +6

      If you haven't seen it, check out "what's so strange about The Forest" by SovietWomble.
      Very good essay, especially if you've never played the game.

    • @scantyer
      @scantyer 3 месяца назад

      Well you should play dark souls

    • @planescaped
      @planescaped 3 месяца назад

      @@cosmicwonderer6269 I'll check it out. Just worked my way through all of Mr Edder's stuff and am waiting on more majuular/tehsnakerer/grimbeard/dungeonchill/ect. lol

  • @Schrau
    @Schrau 3 месяца назад +59

    27:30 - Funny you should mention this; back in PtDE, I invaded Upper Burg and couldn't find the host anywhere. It was fully cleared, so I figured that the host was either very good at hiding and moving unseen, or that they'd skipped to Lower Burg. I assumed the latter, did the skip myself, and still couldn't find the host as well as not being able to get back to Upper Burg through the open shortcut.
    After a while stuck, I sent them a congratulatory message on GFWL and left a spare White Slab behind the shortcut fog wall.

  • @Mitsunee_
    @Mitsunee_ 3 месяца назад +31

    I did actually notice the enemy wall placement for the undead parish titanite demon in gameplay. It's very common for it to start spamming ranged attacks at the ends of the room, which would make sense since when trying to target a melee attack it cannot find a viable path to get around the enemy wall. A surprisingly gracious game design feature that makes it a lot easier and consistent to just run past the demon, since the ranged attack is quite a long animation and usually followed up by a second and maybe even third attack :3

  • @Antichthoon
    @Antichthoon 3 месяца назад +46

    A one and a half hour video from illusory wall doing a deep dive into Dark Souls invisible walls? Splendid. This will do nicely at 10:32 pm :)

    • @not-a-doctor
      @not-a-doctor 3 месяца назад +1

      Me at 11 : 17 pm: Yes, this brother gets it. (salute)

  • @nathanlamberth7631
    @nathanlamberth7631 3 месяца назад +73

    "maybe this wasn't meant to keep something out. Maybe it was meant to keep something in." sent random chills down my spine

    • @forgot7en
      @forgot7en 3 месяца назад +11

      "I'm not stuck in here with you, YOU'RE STUCK IN HERE WITH ME"

  • @losfogo7149
    @losfogo7149 3 месяца назад +21

    13 years i've been on youtube as a spectator and i think this is one of the best series i've seen, ever. You're gonna grow cause you deserve it m8

  • @fubu72
    @fubu72 3 месяца назад +12

    The way there's tiny walls protecting the drakes from falling off just for them to jump 50 feet over them is a hilarious programming moment

  • @thestylemage2092
    @thestylemage2092 3 месяца назад +26

    41:34 Not quite the same, but there are the small number of weird kill spots in ds2, where idling or doing certain actions can be quite lethal. I remember one at the boards over Lucatiel's room in Lost Bastille and a second one near the first bonfire in brume tower.

    • @TriforceWisdom64
      @TriforceWisdom64 3 месяца назад +12

      There's also a lever in Eleum Loyce where if you cancel the lever-pull animation, you just die on the spot. Zerolenny showed it off recently while following the IGN guide.

  • @MAYOFORCE
    @MAYOFORCE 3 месяца назад +13

    The ledge at 43:37 was the first thing I thought of when I saw the title of the video. That ledge is so beyond explanation with how absurdly hard it is to climb I'm surprised it never got the notoriety it deserved, and the method you described in letting you get over it consistently only adds to it's legacy

  • @tchukkelz2246
    @tchukkelz2246 3 месяца назад +158

    "Gee Tchukkelz, how come you get TWO content creators you love making extended invisible wall videos in one year?"

    • @1skulldan
      @1skulldan 3 месяца назад +15

      First pannen and now illusory, we really are spoiled.

    • @ZeKnife
      @ZeKnife 3 месяца назад +1

      I agree completely Tchukkelz

  • @Redemtor1
    @Redemtor1 3 месяца назад +9

    I really appreciate the effort you put into these videos. They make me feel so nostalgic for the days when FromSoft games weren't as popular. When I was a teenager, and had all the time in the world to think about Dark Souls. You manage to link an old flame inside of me. Keep it up ❤

  • @AnUncleanHippy
    @AnUncleanHippy 3 месяца назад +4

    One important thing to note about collision too: The simpler the collision is, the less processing power it's going to take to calculate it. Also another important thing to remember when discussing collision is that where your character is on the screen is not necessarily where they are in 3D space. The character would have a root position, that is always aligned with the ground collision plane, but where the actual rendered version of the character is could be completely different height wise to where they actually are.

  • @fillername7974
    @fillername7974 3 месяца назад +21

    Nothing on youtube gets me as excited as seeing a new Dark Souls Dissected popping up in my subscription box. I'm so glad I can watch through this one immediately ^^

  • @paris-1911
    @paris-1911 3 месяца назад +3

    Lot of fire dropped today.
    Not lost on me the (probably unintentional) coincidence of two very beloved games getting long, extended breakdowns on their invisible walls -- not at ALL complaining, this is a cool way to spend the night watching. Thanks iw

  • @MoonlightVenator
    @MoonlightVenator 3 месяца назад +10

    Today while playing i noticed that the illusary wall in irithyll which leads to the underground room of aldrich faithful covenant reveals in tow separate section.
    The lower section reveals first notifying the player about the presence of an illusory wall while the upper section delays lil bit so the player doesn't fall to his death.

  • @FirebunbunYT
    @FirebunbunYT 3 месяца назад +10

    So about the attack of the Giant. It's because of how throwing you to the ground places you in a state your character can start standing up from. You can even see the character in mid-air start to stand when they're about to hit the floor below. This causes you to be considered to be standing (and not falling) for the entire 3-5 seconds it takes for your bloodstain to move to a new spot. When you die below, the game acts like you've been standing down there the entire time.

    • @illusorywall
      @illusorywall  3 месяца назад +1

      I do believe it has to do with the standing animation, though my first thought is that it has less to do with the standing itself and how the transition of animations possibly delays the amount of time it takes to die properly. The bloodstains are on a 10 second delay from wherever you stood last, so you're really not "standing" down there long enough for them to wind up there from the standing death animation itself, but the transition from falling on your back to standing seems to take a little longer than if you landed perfectly on either your back or feet instead (which doesn't cause your bloodstain to wind up there).

    • @FirebunbunYT
      @FirebunbunYT 3 месяца назад

      @@illusorywall Hey I just checked with a few other grab animations last night, like the ones from treants in Darkroot. It seems ANY grab attack causes this behavior, but this is the only grab attack that has a reasonable chance to cause it. You can get your bloodstain to spawn in lower darkroot near the hydra if you let a tree grab attack you close enough to the edge. It's easier to do with the Darkhand, but it's still incredibly finicky.

  • @Hulksterx
    @Hulksterx 3 месяца назад +8

    Not sure why but your Deep dives into dark souls mechanics/oddities really lighten up my day.
    Cant wait to watch this one!

  • @RagnarokiaNG
    @RagnarokiaNG 3 месяца назад +2

    My favourite spot to glitchy jump up to is in Dark Souls 3 jumping up the tail of the dead Wyvern near the binoculars, theres usually lots of messages on top of the dragon's back or wings or the nearby pillar and considering the High Wall is an invasion / co-op hotspot makes for a fun place to confuse new players by sitting on the dragons back

  • @SecretEccentric
    @SecretEccentric 3 месяца назад +3

    this is actually my favourite video, ever. your channel was already my favourite, but now I have a very long, detailed dissection of my favourite aspect of game design, focused on my favourite game. amazing work, as always :)

  • @victorw_nderer
    @victorw_nderer 3 месяца назад +2

    1:27:40 There's a funny piece of collision right before the Centipede Demon. If you jump from lower branch towards the right wall (if you are facing the fogwall), you will start sliding to the fogwall. If you reload you'll get the same effect.

    • @minerman60101
      @minerman60101 3 месяца назад

      I got stuck there my first playthrough lol, but was able to escape somehow

  • @Laezar1
    @Laezar1 3 месяца назад +6

    32:45 I'll hazard a guess and say it's to stop the demon from blocking the door and I am now eternally thankful for that

  • @TheAshenTarnishedHunter
    @TheAshenTarnishedHunter 3 месяца назад +7

    I believe there may be another one 41:29
    In anor londo, when you go left at the archer section, when running down the other ppillar to the left, you can just straight up die. Its shown in an inferno plus video

    • @illusorywall
      @illusorywall  3 месяца назад +4

      Ah so in that case it's not the result of a poorly-placed kill plane, but the game handling a sloped surface poorly and tallying up your descent as if you're falling! So it's glitchily-induced fall damage when that happens. Elden Ring's equivalent to this is whenever you die from a "small" jump when riding Torrent - you were probably previously descending a steep wall and the same kind of thing is very likely happening there.

    • @TheAshenTarnishedHunter
      @TheAshenTarnishedHunter 3 месяца назад +3

      @@illusorywall ok, good to know, thanks 😊

  • @spyrotikus
    @spyrotikus 3 месяца назад +3

    You have one of my favoritest channels on RUclips, and I love all that you upload, no matter what game (though I do love how extensively you cover the dark souls games). I was just wondering if you were still planning on continuing the Demon's Souls comparisson. I loved that series, as it showcases some of my favorite aspects of video game design.

  • @fromthegamethrone
    @fromthegamethrone 3 месяца назад +2

    The worst thing about this video is I can't watch it for the first time ever again 😢
    Great work mate.

  • @thewitchofgreed
    @thewitchofgreed 3 месяца назад +3

    this video is really good
    makes me wanna watch some ds1 playthroughs while waiting for the elden ring dlc

  • @donniedrako9326
    @donniedrako9326 2 месяца назад +1

    It's incredible how we get these videos in 2024, I'm glad I'm not the only person that much in love with DS1. Thank you for the humongous effort put in this video!
    It would be cool to see what's happening with the crystal beams that lead to the golems in the crystal cave (the ones after the invisible walkways), both are really iffy and make you slide off pretty easily.

  • @Lasagnaisprettycool
    @Lasagnaisprettycool 2 месяца назад +1

    Some of these explanations feel like absolute redemption after all these years for jumps I tried and bs falling deaths I've taken because of the collision.

  • @Consumstra
    @Consumstra 3 месяца назад +4

    25:41 this spot where you climb the ladder and go through the wall, it was hilarious for me to do in multiplayer and snipe the capra demon as a phantom. Also to note is that if the host goes down with the phantom, the game will disconnect. Only the phantom can. Something interesting to note that I've found through that glitch

  • @Masquerade1200
    @Masquerade1200 3 месяца назад +2

    13 years later and still finding new things to talk about. This game is just incredible

  • @Friedslick6
    @Friedslick6 3 месяца назад +2

    Always nice to see all the effort the devs did go through to prevent exploits. I've become to accustomed to watching challenge runs that make the game look like play-dough that I didn't really appreciate until watching this.

  • @corwinanderson9239
    @corwinanderson9239 3 месяца назад +11

    You know it's gonna be a good day when illusiory wall drops a hour and a half long dark Souls 1 video

  • @uniatq
    @uniatq 2 месяца назад +2

    I started playing dark souls for the first time with my boyfriend literally last week and it’s been fun to come back to this video after I finish an area and see the collision or details about it that I wondered about like the room in the parish etc etc

  • @ryandixon8202
    @ryandixon8202 3 месяца назад +3

    illusorywall uploads genuinely excite me as though I’m a kid on christmas 😭

  • @vandralha
    @vandralha 2 месяца назад +1

    i don’t think i’ve ever seen anyone have control of a boss before like you did the gargoyles, there’s something so cool about that to me

  • @Monsterstrike7
    @Monsterstrike7 3 месяца назад +11

    I can't see the colour difference between high and low collision. Damn you green and yellow. You both remain my Arch Nemesis until the end of time.

    • @alexczarnota3316
      @alexczarnota3316 3 месяца назад +2

      Unless he otherwise mentioned high collision walls, only low collision was talked about and shown

    • @OctogonManny
      @OctogonManny 2 месяца назад

      I’m colorblind and I struggled so hard lmao

  • @KingOfMelos
    @KingOfMelos Месяц назад +1

    Word can not describe how much I love the Dark Souls disected series. It's so fascinating learning these things about a game series that I've adored for over a decade at this point, and you present every video in such a fantastic way. Hopefully there are still many things left to be discussed in the series

  • @kynlem
    @kynlem 3 месяца назад +3

    this is my favourite series on youtube. thank you so much for your continued hard work on these amazing videos.

  • @ASGARD147
    @ASGARD147 3 месяца назад +1

    @32:18 that knight was so pissed. "OH, THAT'S JUST DELIGHTFUL"

  • @maskedsonja5722
    @maskedsonja5722 3 месяца назад +1

    I wondered in games why attacks seem to go through some walls and not others- didnt know about the whole "Low/High" collision types of building. This was so educational! Thank you so much, as always your videos are fantastic!

  • @philosophyofiron9686
    @philosophyofiron9686 3 месяца назад +3

    I wonder if From noticed that red kill plane in Blighttown and thought of the cursed pots in DS2? Haha
    Oddly, I'm realizing these invisible walls positively contribute to the unique feel of DS1 for me, where you often have this odd combination of seeing wide open spaces but feeling highly constrained spatially. I'd say "open" spaces in DS2, DS3 and ER feel much more actually open, which significantly alters the vibe somehow

  • @Jim-Bagel
    @Jim-Bagel 4 дня назад +1

    Sometimes I wonder who the hell would watch an hour and a half long video about invisible walls in a video game. Then I realize I’m gonna be watching the whole thing.

  • @IceManD3
    @IceManD3 3 месяца назад +5

    Inspired by pannenkoek2012? Lol im looking forward to this

  • @AtomicRiftYT
    @AtomicRiftYT 3 месяца назад +1

    God I love these long ass Illusory Wall videos where I learn shit I'll never need to know about one of my favorite games that came out a decade ago.

  • @zaggoth
    @zaggoth 3 месяца назад +3

    That was a very thoughtful flicker warning.

  • @Synthpopper
    @Synthpopper 3 месяца назад +1

    This is the type of content I browse YT for. Time to smoke up and binge your entire channel.

  • @Jimmysim-rq9vl
    @Jimmysim-rq9vl 3 месяца назад +1

    an hour and a half of dissected ds1 vid in today's year? what a good start for my day

  • @Gnurklesquimp2
    @Gnurklesquimp2 3 месяца назад +1

    I was one of the people that got the initial impression the game was 50%+ compact interconnected burg/parish and I still would LOVE a From game like that, just a massive city with verticality.
    Personally, I'd ideally run into absolutely zero invis walls, but I would make super sure there's no fall-dmg ignoring methods. At least you wouldn't have to deal with the janky slopes in environments like this, but it'd probably be their most challenging map to design to date.
    One thing to make things easier: While I'd make it incredibly non-linear with the drops you get nudging you towards areas they're noticeably much more effective in, I'd start the player near the bottom. The actual bottom? CRAZY hard, so probably wouldn't wanna drop down there anyway. I mean, we do go to the Tomb right away sometimes, Silver Serpent is actually kind of an underrated early drop, I'd put something like that there to challenge those up for it.
    Like I said, this concept has WAY more pronounced counters, but it'd also have way less vertical scaling with levels and ESPECIALLY equipment upgrades, as well as the enemy stats. (Think Mega Man stage order with character builds) If a player finds a skip and they can make it work by using their tool belt well, I really like that. The game would also be full of incentives to go everywhere anyway, cause your tool belt can never be wide enough and there's bosses you gotta take down to get a lord soul equivalent, you just get tons of freedom as far as order goes.
    It'd also be full of paths that naturally lead you back through older areas, also helping you remember pathways you previously opted out of, smartly placed so you WILL see them again without aimless backtracking. The kinda 3+ intersection at the burg bonfire connecting to both the hellkite bridge and lower burg would be a staple here and those would be those commonly traversed places, it's the main place where different players and builds branch off from each other.
    I love Elden Ring, but while Miyazaki has said that's closest to his perfect game, I think if we can find a balance between that freedom and the structured limitations of Dark Souls 1 and lean extra hard into deliberate choice of area to take on next, that'd be my ideal From world. Legacy dungeons are a really cool, but I do hope they return to the Metroid etc. kinda world structure and do it better than ever.

  • @bugleberryfancam5820
    @bugleberryfancam5820 3 месяца назад +1

    This is consistently the best series on RUclips, god bless you dude

  • @Trevelyan2
    @Trevelyan2 Месяц назад +2

    I feel you sound like a slightly higher pitched version of David Hayter. I now cannot unhear this. Not that it’s a detriment! Love the detail of this video.

    • @illusorywall
      @illusorywall  Месяц назад

      Thank you! And I've never heard or thought about that before lmao. I'll take it!

  • @DetectiveSkimble
    @DetectiveSkimble 3 месяца назад +1

    "Babe! Babe! Wake up!!! Call the neighbors!!! Hour long Illusory Wall video!!!! Get the popcorn!!!!"
    Seriously though, thank you so much for all the work you put into these, I love details like this and it makes me so happy anytime one of your videos pops up.

  • @lillyclarity9699
    @lillyclarity9699 2 месяца назад +2

    1:10:05 I think it was exactly a 'designated landing spot.'
    landing there aggros at least one of the skulls, to the left, floating at roughly that height. it doesn't take very long for him to come over to you, and while his damage might not kill many characters, the knockback will certainly make you fall. plus, the other locations are slightly easier, both mechanically and psychologically, to make without the collision being there, so it makes sense that they made all of the easier shortcuts impossible and then left the one shortcut that is the most difficult to take successfully in the game. it'd make sense for me, a shortcut that acts as a reward for having the skill or game knowledge to take the shortcut itself certainly seems like a FromSoftware idea

  • @spartan456
    @spartan456 2 месяца назад +1

    RE: low vs high collision, things like stairs are almost always ramps in low collision for easier calculation. I haven't played enough DS1 to test this, but in many games, you move slower going up stairs than you do going down them, even if only marginally. It is easier to perform this velocity calculation when referencing a simple ramp. Much harder and more processing intensive if you try to factor in the individual work each moving bone is going to perform if you were to rely solely on the high collision model.

  • @darkmetalguy
    @darkmetalguy 3 месяца назад +1

    Great video! A couple collisions I can think of that would have been cool to show
    1) In the area where you find Solaire before the drake bridge, the low and high collision of the floor doesn't match, so you're floating a little bit above the ground when walking there
    2)There is a branch in the Great Hollow near the basilisks (and the big wrap-around branch) you need to drop down on to grab an item (I forget which one). That one is incredibly slippery, which doesn't make sense because there is an item on there. Why is that one so awful?

  • @dafire9634
    @dafire9634 3 месяца назад +6

    Lord Gwyn be blessed for another illusory wall video, thank you

  • @Final-Ts
    @Final-Ts 3 месяца назад +1

    I'm just blown away that with all the patches that From Soft made for Dark Souls, the famous Great Hollow ledge problem at 43:46 was never ever fixed.
    Visually, without knowledge or vision of the blockable walls, it appears Crazy that ascending back up in that spot should be that difficult. For years I wondered if it was poorly designed to be an intentional halfway point for no returning since visually the ledge is only a couple inches high.

  • @toowingless9473
    @toowingless9473 3 месяца назад +1

    I JUST finished re binging your channel, because I was out sick from work for a couple days. And now I'm blessed with a new video :)

  • @francjirachi
    @francjirachi 3 месяца назад +4

    omg Illusory walls doing a video on invisible walls hehe

  • @N00bvlog
    @N00bvlog 3 месяца назад +1

    I'm definitely going to be jumping onto more fences and baiting that giant in Sen's Fortress from now on. Thanks for the video, this was cool! I've seen that vagrant in the crystal caverns naturally before. I guess it's a common enough death spot to spawn them there

  • @robbo415
    @robbo415 3 месяца назад +1

    Amazing video. Love explorations of game out of bounds areas. This is the most detailed I’ve seen and appreciate the invisible wall perspective, so you can understand the developers’ thinking

  • @Aaylias
    @Aaylias 2 месяца назад +1

    I think a good way to show the difference between high and low collisions would be to show the player hitbox over the character going up the stairs, and showing what interacts with the players hitbox compared to whats visually shown on screen (kinematics)

  • @Rhetorical346
    @Rhetorical346 3 месяца назад +2

    I don't have time to sit here all day and watch a 90 minute video.
    So I'll finish it tonight.

  • @Zachius920
    @Zachius920 2 месяца назад +1

    between this video and the pannankoek video about sm64 walls ive spent a lot of time learning about walls in video games and im not mad about it

  • @tytsty5716
    @tytsty5716 3 месяца назад +2

    Illusory wall coming in clutch with a video to tide us over

  • @fernandosilva2711
    @fernandosilva2711 3 месяца назад +1

    I remember one of my first playthroughs, I go all the "stealth" gear and hid from an invader in darkroot garden until he gave up. I was grinning the whole time seeing them looking around. I choose to believe what happened to you was someone doing the same.

  • @3parick
    @3parick 3 месяца назад +2

    52:46 I have actually done a glitch with it where i quit out as the iron golem threw me and when i got back in i was able to freely walk around out of bounds in that area and i filmed it and put it on my reddit

  • @FIRUIN
    @FIRUIN 3 месяца назад +1

    So about some weird collisions in Souls:
    In DS2, Iron King DLC, there is a specific spot nearby first bonfire. If you would stay in it too long, your character just die and would fly into the space.

  • @FitzFingers
    @FitzFingers 3 месяца назад +2

    The Eternal Ring music did not go unnoticed

  • @serpenthunter64
    @serpenthunter64 3 месяца назад +1

    41:23 the only instance of this happening off the top of my head that I can think of is in Dark Souls 2, near the first bonfire in Brume Tower you can get stuck in a certain spot and die after a little while and your camera gets flung into space.
    It's really fun to watch and quite well known, I would like to know what's happening there especially with the camera jank.

  • @dvaali
    @dvaali 3 месяца назад +1

    it's my 3rd day trying to finish the damn video without falling to sleep 😪
    it's a compliment 😉

  • @OtherMomo
    @OtherMomo 3 месяца назад +1

    If I had a nickel for every video about invisible walls in video games that were more than an hour-long, i'd have two nickels, which isn't a lot but it's weird that it happened twice

  • @vibrations999
    @vibrations999 3 месяца назад +1

    An hour and a llhalf illusionary wall video😍. This is the video of the summer
    Nah but frfr, love whenever you upload homie

  • @thatergitherrel
    @thatergitherrel 3 месяца назад +1

    54:33 i swear to Gwyn back in 2011 when i first ran through the fortress THIS is how i accidentally got rid of him, and ever since I've never fought him normally.

  • @MechMK1
    @MechMK1 Месяц назад +1

    The "step" in the Great Hollow has caused me more deaths than I'd like to admit. Particularly because I keep forgetting what the correct way to escape is in between playthroughs, and I always go to the Ash Lake as soon as I can, even if there is no particular reason for it. It's just my favorite area in the game.

  • @onelazynoob15
    @onelazynoob15 3 месяца назад +1

    33:40 retroactively makes me really happy that when I first played this game I jumped into the well in firelink shrine and died. I was initially disappointed it didn't take me to a secret area or act as a shortcut, but now I know that it's still special because they even bothered to let you go down there at all. They could have just faked it like this well. But no. They either built firelink shrine and saw how you could make it on top by jumping and thought, "oh yeah, players are definitely going to want to try and jump in this well, we should let them." OR they specifically designed firelink shrine's well to be enticing to jump into so it can kill you.

  • @Nen_niN
    @Nen_niN 3 месяца назад +1

    Wonderful video, learned a lot mate. You continue to be the most interesting "souls-tuber" in my eyes (not to speak of my enjoyment of your ventures into other games as well).
    You probably noticed already, and it might just be a lighting bug, but in the majority of the "Demon Ruins & Lost Izalith" segment, the collisions you show appear green as high collision, but functions like (commonly yellow) low collision? It threw me out of the loop for a second. I might've also just misunderstood something; I'm tired. And sorry about the comment if that's the case.

  • @gorillachronicles
    @gorillachronicles 2 месяца назад +1

    Never imagined I would watch 2 videos in a week about invisible walls in video games

  • @Veerorith
    @Veerorith 3 месяца назад +2

    The oolacile township one was the one I remember most. Used to pvp there a ton. And it was fun to kill time jumping on the invisible wall over the railing and slowly walking further out along it :p

  • @ArtemisiaDS3
    @ArtemisiaDS3 3 месяца назад +1

    18:45 Comedy gold 😂 The DS3 gravity death screams are the best

  • @Salty_C.J.
    @Salty_C.J. 3 месяца назад +1

    i just realized there is a similarity between the broken horns and seated stance of the ever lasting dragon and a strange corpse on the path to a city in the elden ring dlc. that room in the dlc felt like a collage of references to from games of the past and inspired games like lunacid

  • @SafetyBee1
    @SafetyBee1 3 месяца назад +1

    Babe, wake up, new Dark Souls Dissected just dropped.

  • @lilyofdesire
    @lilyofdesire 2 месяца назад +2

    I watched this over the course of several days and was so sad when I reached the end.
    Maybe ill rewatch one of your older vids to fill the void lol

  • @Consumstra
    @Consumstra 3 месяца назад +1

    55:42 the blue sky is what I prefer for sure but I think I know the reason why. Maybe it's because the city is tainted and lacking in positive energy that a blue light or bright sun gives. And then show the player that there is a bit of an ominous atmosphere to the city, considering it's full of enemies. Another theory is that the light change is like Bloodborne's night cycle and show how much has occurred in the city especially if you considering attacking Gwynevere and making it nighttime.

  • @spartacus778
    @spartacus778 3 месяца назад +1

    46:20
    I think the blue "enemy only" wall is there just to make sure that the hydra can't do its jump attack and follow you into the tree

  • @SevoraLF
    @SevoraLF 3 месяца назад +1

    Commenting again now that I’ve actually watched the video. Thanks for the hard work

  • @Shirafune161
    @Shirafune161 2 месяца назад +1

    I actually did manage to get into the Annex without the key! It was on the Switch version. I haven't managed to replicate it yet bc I was just messing around, not intentionally trying to find shortcuts. It was in a building near the beginning, across the long bridge above the courtyard with the phalanx. It's the one with a bunch of hollows and pusheads. I was on a higher floor and saw an item below, under the platform where a hollow archer was. I either rolled or jumped down there and sort of slipped down to the item. The item was Velka's Rapier and that's when I realized that I ended up where I wasn't supposed to. I didn't have the key yet and I honestly don't remember how I got out - I must have either died or made it into the round tower. The proper entrance to the Annex was obviously still locked and I don't think I even bothered getting the key on that playthrough lol.

  • @Ranemoraken
    @Ranemoraken Месяц назад +1

    OH! I remember some one telling me way back in the PS3 days that Ceaseless would jump and you could just kill him. But for me, he would just range attack me to death. I didn't realize he has to rip his arm free! I'd given it up at the time, only making it work when I played the remastered.

  • @Gabagoolerer
    @Gabagoolerer 3 месяца назад +1

    The "Hill" moment in demon ruins was funny af

  • @huellenoperator
    @huellenoperator 3 месяца назад +1

    41:20 There was one Elden Ring patch where they put a deathplane on the only way to the cinquedea behind Bestial Sanctum

  • @theexitisthisway6082
    @theexitisthisway6082 3 месяца назад +1

    I gotta say, I love how you started leaning into the humor and haven’t looked back since lol. I’m over an hour in and it just hit me that this video has big “textbook diagrams that look like shitposts” energy 😂 every now and then, that dramatic ass “YOU DIED” prompt will hit like a Tom & Jerry gag. Dope shit as always!

  • @Stonehawk
    @Stonehawk 3 месяца назад +1

    hey, there's probably a way to lessen the effect of flickering. what you can do is, you can interpolate transparency between individual frames of the video. dark souls is a relatively venerable game at this point. so, if you have a system that is significantly beyond its intended hardware specifications, you could potentially intentionally run it at a higher frame rate than you intend to display it at, and then sample single finished video frames by blending multiple game frames. this way, instead of flickering, it will appear to be blending and semi-transparent.