It just hasn't been done." Building a game for everyoneĮven with the new modern control scheme - a classic option is also available - it can be a bit overwhelming, though the developers did note that the full game will include a tutorial. It's not like there's a couple of examples. "Ships maneuvering in 3D space around convex and concave polygonal objects has not been done. "It has been fraught with technical challenges," McGuire adds. "It was definitely one of our biggest, complex points to focus in on, and I think we've done a good job of identifying how to make it feel really immersive while also not losing the strategic components the player is meant to love." "We focused in on trying to push as far as we could to get the ship AI to feel smart and responsive when you are interacting with the environment while also keeping the strategy in the hands of the player," Neale says. Speaking with Kathryn Neale and Rory McGuire, associate game director and chief creative officer at Blackbird Interactive, respectively, it's clear the developers had to spend a long time improving the AI to the point that this was possible. It felt incredible to pull off, and I'm amazed at how well this system seems to work. Using the new cover system, I was able to weave groups of fighters around hulking chunks of debris, blocking the missiles and closing the gap to where the fighters' short-range weapons could fire. During the second mission I played, pirate cruisers used torrents of missiles to shred anything that charged at them. Homeworld 3 features a new intuitive cover system, where ships moved near objects of sufficient size - including asteroids, monolithic structures, and even the fresh wreckage of other ships - will use those objects as cover. Ships maneuvering in 3D space around convex and concave polygonal objects has not been done.
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