Cabal Engine V 1002
fun questions were asked by the audience, and the developers answered them. vandervoort’s format is simple. the first question is very specific and asks for a reasonably accurate estimate of the cost of the game. if you guessed that the entire development cost would be between $10 and $100 million, then congratulations, you’re probably in the right ballpark.
in the last post, i talked about the character animations like head bobbing, arm waving, and other animations that don’t require actual line drawing code. the characters in blood 2 will have a lot more than just arm waving and head bobbing, but they will not have double the amount. rijdenbosch explained that the approach is trying to keep a lot of the animation effects in the environment, as opposed to making it all in the engine. for example, an attack from a player with the triangle attack command will not have a slow motion effect, but it will look like an animation of someone jumping or falling down to the ground. he went on to talk about the level drawing process.— vandervoort
rijdenbosch talked about a range of new features that weren’t seen in black. the new enemy ai is vastly improved over the original game as the team had previously encountered a fundamental problem with how the ai treated the environment. to keep the ai from getting stuck, objects had to be sized up to meet the ai’s minimum levels, but small objects were problematic. for example, a guard who can’t jump high enough to see what’s on the ground gets stuck on the floor. to circumvent this problem, objects that we knew the ai would never need to see were shrunken. that has a number of implications. one, we’re going to see much better ai overall. the ai is reactive now, as opposed to a set series of events that are triggered. the player can do several things at once, while the ai can only react to the things that are going on immediately. this forces the programmers to design the levels around that idea.
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