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I tought I crop some things Raphael Colantonio from Arkane Studios, makers of Arx Fatalis, said on our Arx forums today:
About the engine:
Regarding the engine: it is our own engine, and yes,it is time consuming to develop it for sure. It is also a lot of stress and long hours debugging and implementing features... But, the effort is REALLY worth it because we can get what we want with it instead of 'bending' the game design to get it to fit with the usual licensable engines.
It's also a good way to have a game with a different look, I think it's cool to have a game that everybody can recognize at the first look. I'm a bit nostalgic of the times when every game had its own engine
The engine isn't totally finished yet, because it needs some optimisations and some fast loading game format, but it's really almost all there and we're very satisfied with the result so, we don't regret anything !!!!
To be honest, when we started, if we knew it was that hard to do, we wouldn't have done it. Being 'naive' and not listening to other developer's advices helped us a lot in that regard...
About maps and travelling:
There are about 20 different areas to load and to travel to. There will be some travel back and forth needed, and there will be some kind of teleporting system to go directly to the important areas.
About respawing and spells
Respawn : scenarically only, this means that some monsters will appear at different times of the game, but it's not the same monsters who 'resurect'.
Casting spells:
You're correct, you hold a key as you draw to tell the system you're casting. Therefore,
You can move while drawing. The backfire stuff is a tricky one, currently we removed it as casting a spell is challenging enough. |
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