Les archives du mercredi 22 août 2001 des news de NoFrag
<< 21/08/2001 | 23/08/2001 >>
| 21 h 10
Die Hard: Nakatomi Plaza | Screenshot
Screenshots de Die Hard: Nakatomi Plaza
Ceux qui veulent en savoir plus sur ce jeu basé sur le lithtech peuvent toujours aller voir le site (en allemand) des développeurs, Piranha Bytes.
| 18 h 27
Interview de Ghost Recon
L'interview pose les questions classiques qui ont déjà été vues et revues mais un bon tiers de l'article concerne un aspect plus technique du développement du jeu, comme le son :
PCG: What about the audio?
DC: With the audio we've worked with Soundelux, a post-production studio in Los Angeles [they worked on Platoon and the new John Woo movie Windtalkers, set in World War 2], on past games. And through working with them we've learned together what makes good game audio. This time around they set up a live fire range and got some guys to shoot some weapons out there. They hooked up sometimes 50 mics around these weapons.
| 18 h 15
Demo de Primal Prey
Primal Prey takes you back to the age of the dinosaur. As a time-traveling dinosaur tracker, you can capture or kill the biggest game in history. Hunt in realistic jungle environments with an arsenal of weapons, battling nine different dinosaurs, including the cunning master of them all - T-Rex!
A l'usage le jeu se révèle assez bizarre, rien que l'installation est étrange. Téléchargez la demo d'une trentaine de megas si l'envie de chasser du dino vous prend.
| 11 h 26
Interview de SoF2 Double Helix
The system is broken down into layers, including a Game Systems Layer, API, Motor Control, Senses and Moods, Short Term Decisions, Goals and Environmental Interaction. The goals of the system are:
- To make enemies use vision and hearing to detect player
- Enemy AI raises alarms
- The ability to return from full out action to stealth mode
- Enemies will interact with world objects and surroundings
- Enemies will react quickly to player and changes in surroundings
- Enemies will work in tandem
- Enemies will be interested in self-preservation
- AI will have perpetually raising difficulty levels
