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| [Jul 20, 2004, 4:05 pm ET] - Share - Viewing Comments |
Official Armadillo Q&A thread on the X-Prize Forums (thanks Redwood)
features the id Software lead programmer outlining the status of his team of
hobbyist rocketeers. Along the way he describes the balance of how he can divide
his time between spaceflight and game design by admitting he's already working
on some new tech for their next game: Id vs Armadillo:
I am working on the rendering technology for the next game right now, so it
looks like the balance will stay about the same for a while at least.
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| 34. |
Re: Good |
Jul 20, 2004, 21:28 |
quazz |
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its a good point of course. given what Valve is doing with Source versions of counter-strike, half-life, day-of-defeat and TFC They're not doing it out of kindness you know... Fortunately, there's still the community, but good mods are few and far between.
Splinter Cell was pretty linear. So was Far Cry (there goes that "you're free to d whatever on the Island" hype crap). And I can't remember that much freedom in Deus Ex either (sure, it may still be one of the est example, but it's very limited). A few mission in the Hitman series gave you a sense of freedom in the city, but it never had the physic engine to back it up.
Either way, we're still far from a complete, 'living' city. By the way, 5000 vs 5000 NPC's battle is uterly pointless gameplay wise. You'll never interact with more then a hundred of them and we can already do 100vs100 fight (of course, it currently means scaling back graphics).
This comment was edited on Jul 20, 21:35. |
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