We've done wholesale replacement on everything with the renderer, the animation system, the model system, pathing, movement, and the multiplayer systems (client and server). How much of the original engine remains? What were the key changes you needed to make?ĭave Pottinger: We started with the AOM engine, but it's been very, very heavily modified by now. IGNPC: We understand you've built on the existing engine from Age of Mythology. I certainly hope that Age 3 is considered the bar-setter for RTS games. As we look at PC gaming as a whole, I think you'll see less and less graphical distinction between genres in terms going forward. The results speak for themselves, I think. There were several folks who were concerned that we were shooting too high. Age 3's graphical vision was even a tough sell inside Ensemble for a while. I'm actually a little surprised at how many folks are surprised by statements like that, to be honest. In terms of importance, I think Age 3 shows that RTS games don't have to be stuck with nasty graphics. The programmers and artists working on this project certainly solved several "Add Magic Invention Here" problems along the way. It's very rewarding to see our team's work turn out so well. We took a huge risk shooting for such a high level of graphical quality. I find myself happy on a daily basis about how great the game looks. Are you sure this game looks that good? Why is it important to include cutting edge graphics in an RTS game?ĭave Pottinger: Yes, it does look that good. The screenshots we've seen look too good to be true.
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