Bloodlines design diary #3

Discussion in 'News/Comments' started by Ausir, Dec 17, 2003.

Remove all ads!
  1. Ausir

    Ausir Beholder Overseer Veteran

    Joined:
    Aug 25, 2003
    Messages:
    90
    Likes Received:
    0
    <a target=_blank href=http://www.gamespot.com/>GameSpot</a> has posted the third part of <a target=_blank href=http://www.vampirebloodlines.com/>Bloodlines</a>' designer diary by <b>Leon Boyarsky</b>.
    <ul>The use of physically modeled objects in the world also means that our NPCs can use parts of the environment, such as the aforementioned monster that hurls corpses at you. Believe me, there's nothing like facing off against some hideous monstrosity that all of a sudden flings the bloody corpse of a security guard at you. In this instance, we were also able to have the creature interact with the environment further by having it knock over barrels, I beams, and other objects to enable players to get into places where they are safely out of reach. This monster interaction also brought to the forefront the power of the engine to portray detailed, realistic characters. The amount of detail we are able to bring to our characters and the environments because of the power of Valve's Source engine is truly remarkable. When players are walking down the streets of the major cities in our game, it actually feels like a city block with signs and telephone poles, rather than just another level in a computer game. </ul>

    You can read the rest of the diary <a target=_blank href=http://www.gamespot.com/pc/rpg/vtmb/preview_6085643.html>here</a>.

    Spotted this at <a target=_blank href=http://www.rpgcodex.com>RPG Codex</a>.

    By the way, as you can see, we decided to cover all Troika's games from now on (we also started new message boards at <a target=_blank href=http://www.co8.org/forum>our forum</a> for each of them). So, if you have any interesting mods for Arcanum, we'd be happy to host them too.
     
Our Host!