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Unreal Tournament 2007 Interview - interview|
| (hx) 09:05 AM CEST - May,23 2005 |
BeyondUnreal
has posted
an interview with Epic lead designer Steve Polge talking about
Unreal Tournament 2007, Epic's next Unreal Tournament game. Here's an
excerpt:
BeyondUnreal: How will the enchanced physics impact the gameplay of
modes such as Conquest and Onslaught, and will the ability to interact with
objects and the environment be utilized in other gametypes such as DM and CTF?
Steve Polge: That will definately depend on a per-level basis. Like we'll
have, for example, a few levels where we really go crazy with destructable
environments and kind of make that the focus of the level. For the most part the
thing is that [destructable environments] can really effect gameplay kind of in
a way that's out of the control of the design of the game, where you basically
don't want to end up in a pile of rubble that you're playing over. However, we
will certainly have damageable environments. I say the biggest area the physics
effects us is things like the vehicles and other physical objects. Vehicles and
physics are much more complex and realistic than they were in 2k4. In 2k4 the
tank kind of felt like you were pushing a box around. Now it really feels like a
tank: The treads deform as you're going over terrain and it all just feels very
solid and much more natural to drive. We will also have what we call "damageable
environments" everywhere, which means that you'll see the effects, so it will be
more than just a decal or a blotch, you'll actually see some 3D effects to it
when you inflict major damage. How much of that we allow to be gameplay focused,
like I said, will probably be a per level basis. So we might have like a
deathmatch level where it's really all about, you know, [Steve smiles deviously]
blowing up the catwalk so the guy falls to his death and that kind of thing, but
we'll also have some more traditional gameplay.
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