Faces Of War Interview - interview
(hx) 10:57 AM CET - Feb,17 2006
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Gamecloud
has conducted an interview with BestWay producer Sergey Gerasev talking
about Faces of War,
their upcoming squad based WWII themed real-time strategy game. Here's a bit:
Gamecloud - What are some of the other more unique features in Faces of
War?
Sergey Gerasev - There are several things in Faces of War we are really
proud of. First of all I would like to say that our AI didn’t grow worse in
comparison to the original game. This is important, because that complicated and
detailed AI, we have developed for Soldiers: Heroes of WWII can be easily
spoiled through adding of new multiple features, demanded by the time and the
genre. Compared with the previous project the search for solution and the
solution list taken by the units during the battle has expanded. The eyes and
ears of the units allow them to take decisions according to what they hear and
what they see. The units can also exchange information and keep the enemy
location in mind. This all results in a quite realistic behavior of units: they
attack or retreat, get into covers, throw grenades and use that weapon, which
corresponds with the enemy type. For example a soldier would not attack a tank
with a gun, but try to retreat and get to a hideout or try to use the
grenade-launcher, if it has one.
Besides the soldiers can lie, sit, hide or peep out of the cover positions, they
can also swim. However I can not say that swimming would be an interesting
activity in the game, as a swimming soldier is absolutely helpless in the battle
and is an easy target. Therefore I doubt that anybody would like to jump to the
river in the heat of the battle. Sometimes soldiers would have to swim: if they
need to swim across a river or pass throw a swallow river place and if they need
to save oneself out of an ice-hole in case of a misfortune.
If we speak about our physics engine in general we can say that it is an
essential part of gameplay because the engine calculates all the destruction and
all the hits. By destroying buildings, barricades and other things one can clear
the line of sight and hit the enemy from the range that previously wasn't
suitable for that. In comparison to Soldiers we use physics a lot more. Now
instead of pre-animated destructions we use physical models. Broke off large
objects are used just as any other object - they can also become cover for
soldiers and they can be destroyed as any other object. Please remember that it
is not a wise idea to leave your infantry near the building that is being fired
on by the enemy because the falling off pieces can hit them. And this kind of
damage might be lethal.
All bullet, projectile and rocket flight paths are calculated honestly, which
means - according to laws of physics. This means that all objects of the game
world are obstacles that can be used as covers for the player or prevent him
from destroying enemy forces. Explosions of grenades, high-caliber projectiles
may become the cause of a full or partial destruction of an object. For example
the openings that are formed by the destruction of a building wall are real
holes. I mean if you make a hole in a building you start shooting through it.
You can drive a tank in it, or send in your infantry. By the way, this is one of
the means to capture blocks of buildings with perimeter defense - make holes in
walls that are less defended.
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