Alexander Khrutsky was partner in a Xenus interview at RPGRadar, from which this snippet is taken for your entertainment and information:
RPGRadar: How are you going about pulling off the expansive game world, which measures out to be 25km x 25km, without subdividing it into sections?
Alexander Khrustsky: Actually all Xenus world, including many cities, Indian villages, underground fabrics, military bases, etc., is divided into mini-locations. But, this division is unnoticeable in the game, and every new part of the level is loading during character's movement in any side. The powerful engine of the game allows up to 300 000 polygons per screen, so the most part of the visible level is highly detailed. The distant horizons are less polygonal, but the movement of the gamer reassigns the detalization automatically.
RPGRadar: With such a huge playing field, you have implemented vehicles to aid in travel. Can you give us some insight on the different types of vehicles players will be able to control?
Alexander Khrustsky: Absolutely right, the most part of the gaming world and real conditions of moving require some help in it. For this we provide some types of vehicles, which include several helicopters, cars, trailers and the bus, yachts, boats, etc. All types of vehicles are drivable for the player. At the same time we keep driving controls easy. But, the control panel elements design will be "lively". |