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 Fable 2: The World & New Engine - briefly
(hx) 10:37 PM CEST - Aug,15 2006
The official Lionhead website has a new community update discussing the new engine that Lionhead will be using for Fable 2: The World. One disappointing fact is that the world will still be more or less on rails. Oh well. Here's an excerpt:
Being able to use the new Fable 2 engine is obviously a welcome position to be in, but it doesn't stop there. The artists have to create all the 3D models for the buildings, items, characters etc… it takes a while to create these things, especially now that we're in a real next-generation where the requirements are so much bigger and the stakes are so much higher. For that reason the world designers are using SketchUp software to create placeholder assets, these assets are always white and look plain and boring, but considering they are all the correct dimensions, the artists are able to use that information to create the final assets. They can run freely with their creativity and really focus on what's important; which is getting that Fable-feel which everyone is so familiar with. Once this is done the designers can easily import them in the world editor and replace the placeholder assets with the final assets. According to Charlton this "White Boxing" as it's often referred to internally, works really well and the team are actually able to get ahead of schedule. "It's actually like a 3D concept drawing for the artists to run with and create some truly stunning assets."

One of the areas Charlton showed me was [CENSORwood], only one of the many areas in Fable 2. For those of you, who played Fable 1, think of all the Greatwood regions, add them together and you come close to the size of [CENSORwood], and mind you this is only one region! Since we are planning to allow players to leap off cliffs for example, we have to be extra cautious with the design, as every effort has to be made to make sure that players don't get stuck.

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