The game isn't going to look good three years from now, but the game should be as fun or more fun. If it's immersion plus gameplay or a pure gameplay mechanism like constructing a bridge with a pair of pliers, we realise that that damages immersion for some people, but it's the best mechanic for making the game competitive and fun, and so we will sacrifice immersion in the pursuit of better gameplay, because gameplay has better longevity. You could have destructible geometry, but not have great vehicle physics - you have to decide whether these things are purely immersive or whether they significantly benefit gameplay, and if they're purely immersive then you end up thinking there's not much point simulating reality in this situation and emulate reality instead. Of course everything in game development is a series of compromises, like whether to have destructible geometry. I think we've definitely made the right choice for the gameplay. Enemy Territory: Quake Wars Guide Quake Wars Weapons part 2 By IGN-GameGuides, IGN-Cheats, +30 more updated Quake Wars Weapons advertisement GDF Weapons Strogg. I really don't think it affects anybody at all. The game's many vehicles give it a certain feel, but their impact changes throughout a level's various phases. Game Description Enemy Territory: Quake Wars is a first-person shooter video game developed by Splash Damage and published by Activision for Microsoft Windows, Linux, Mac OS X, PlayStation 3 and Xbox 360. As the game stands right now, it's just one of the insurmountable hurdles. That said, the animation problem can't be solved. We have unlocked frame-rates and people who were previously around 30fps are now getting 60fps because we've made a ton of performance improvements. So Timothy over at id Software worked on a solution that unhooked rendering from game sampling, and we have a much smoother experience now. We started by reducing everything to 30Hz to see how that would work, but players felt the gameplay wasn't smooth enough. Q4 done not the best but ETQW is a different story. I thought ETQW and Q4 made its series more interesting in a way of reanimating an old game. In terms of the server and the client, the problem comes when you try to process all of that data 60 or 90 times a second or have it uncapped, because the gameplay experience when a server a or client shifts constantly from 30 to 90 to 60 ends up much worse than having a locked-out 30fps. Quake Champions is actually Quake at heart and not some Enemy Overwatory. Even just overcoming the network challenges took some significant advances. You have to realise that there are 24 players, all of them can have deployables that can be firing, and be in vehicles, and then of course we're tracking experience points, objectives and their status, and have physics attached to almost everything.
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