The city’s complex urban environment presented significant technical and game balancing challenges as well. The sheer density of terrain - particularly when combined with large numbers of active vehicles and characters – complicated level flow and put a heavy strain on our framerate. A balance had to be found for both gameplay and technical reasons. Too few vehicles, props and characters and the environment felt unrealistic and uninteresting. Too many and the scenes became crowded, snarling the player’s path and creating problem areas where a single mistake would bring him to a dead stop. Thankfully, early focus testing had revealed that frequent dead stops were one of the most frustrating things for players to deal with. As a result we thinned out the traffic in the levels, made more obstacles breakable and generally removed elements that interrupted gameplay. Additionally we pushed hard to optimize the art assets and find technical solutions that would allow us to keep the environment richly populated while maintaining a steady framerate. This sort of problem solving is an excellent example of close coordination required between art, design and engineering when working on a complex project of this nature.
In the end, Overdrive has emerged as one of our most successful environments, combining dense, challenging gameplay with spectacular visuals, excellent pacing and a hip retro vibe.
yay, mighty impressive looking now. It's amazing what a great lightingengine can do to overall look and feel. A very nice step forward... I would love to see a new (and much better) Driver game using this engine. No, on foot missions PLEASE, though... lol :)
i dont know, on-foot could work if they actually implement it well, past on-foot sections just feel so tacked on. they need a decent aiming system, and some good animations and they'd be fine.
as for this game, i dont think it looks visually "stunning", i enjoyed the very sadistic first game, but this looks a little too generic i guess. the first game had some immediatly recognisable scenes from films. what i've seen so far of the sequel almost looks like a game design 101 of environments. if theres and ice level they have the whole package...lol
Aure04
[url] je veux pas dire, mais en tapant Captain Tarass sur Google images, on tombre sur ça... ;) (il y a 15 minutes)
CaptainTARASS
@shura_ksp: tu devrais peut-etre rappeler l'endroit où tu travailles pour en faire profiter nos chers ados à la peau grasse ^^ (il y a 17 minutes)
Tous les commentaires
yay, mighty impressive looking now. It's amazing what a great lightingengine can do to overall look and feel. A very nice step forward... I would love to see a new (and much better) Driver game using this engine. No, on foot missions PLEASE, though... lol :)
as for this game, i dont think it looks visually "stunning", i enjoyed the very sadistic first game, but this looks a little too generic i guess. the first game had some immediatly recognisable scenes from films. what i've seen so far of the sequel almost looks like a game design 101 of environments. if theres and ice level they have the whole package...lol