RPGDot Network    
   

 
 
Stonekeep
Display full image
Pic of the moment
More
pics from the gallery
 
 

Site Navigation

Main
   News
   Forums

Games
   Games Database
   Top 100
   Release List
   Support Files

Features
   Reviews
   Previews
   Interviews
   Editorials
   Diaries
   Misc

Download
   Gallery
   Music
   Screenshots
   Videos

Miscellaneous
   Staff Members
   Privacy Statement


 
DAoC Post Mortem At Gamasutra

(PC: MMORPG) | Posted by Rendelius @ Thursday - February 14, 2002 - 02:44 -
Top
| Game Info | Rate this game | Homepage | Screenshots
While it is alive and kicking, Gamasutra posted one of its interesting post mortem features - on Dark Age of Camelot. In these features, the developers look back on what went right and what went wrong during development. Here's a bit:
    The first major update we made to Camelot's graphics engine to differentiate it from Spellbinder was to put in the rolling terrain system that makes the world so lifelike. We spent a long time making the outdoor areas of the game beautiful and well stocked with monster encounters. The ease with which we did this gave us a false sense of security when it came to developing our dungeon/city technology. These areas in the game required a large number of models and characters in a much smaller space than the outdoor terrain, so creating dungeons and cities proved to be a much more difficult job than we thought. Because we put off doing the technical designs for the interior spaces for so long, in the end we simply didn't get enough of them done. The game launched with only three capital cities (one per Realm) and about 15 dungeons.

To view the full article, you must be a registered user at their site...
 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.