Sweet. I just checked around the internets, seems like an interesting game. I might check it out on the PC if I can run it (8800 GTS 640MB good enough? It is for UT3 maxed out so...), else PS3. But then on PS3 there's Uncharted 2 which I'm sure to really like D: (And I don't have monies/time to play two games at once.)
Glad to hear that from someone working there because I keep reading people writing "cell shading" when it doesn't look cell shaded at all. (Mind people call anything with a cartoon look 'cellshaded' nowadays)It's not really cell shading. Sure, we draw a black outlines around objects in the post processing, but there aren't "cells" of color in the typical cell shading sense. The textures have sort of a sketchy, concept art look to them, but it's not cell shading in the traditional sense.
I swear, if this game doesn't run like butter, I will be furious. There are no incredible shader effects and uber-dynamic lighting crap like crysis. Neither are there massive textures or lines of sight. It is designed to look like a cartoon. Pretty simple. It had better run great then.
Also, the lighting/shadowing is all dynamic with a day/night cycle.
The game runs well, and certainly better than Crysis, but you underestimate the graphic fidelity.
There are many complicated shader effects. Not only in materials and particles, but the post processing has a special shader that draws black outlines around things and it's not cheap.
There are textures as massive as any other current-gen game. This isn't cell shading, everything is texture-mapped.
There are some very long view distances too. Remember the part about this game being somewhat open-world?
Also, the lighting/shadowing is all dynamic with a day/night cycle.
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No lightmaps on anything nor any light builds required in development? Odd to hear this is done on the UE3.
Well, this is half reassuring. Nice fancy visual effects. But you didn't say it performed smooth!
1) Drawing outlines is power hungry? There's all kinds of worse shading than that layered really deep in UT3 materials.
2) I actually meant something like the id approach to mega-awesome-uber textures or something
3) Well, from what I've seen, it looks outdoors, but I meant Arma 2 long. Like, kilometers long.
4) As Kantham says, um...no precalculated lightmaps? On UE3? I doubt you meant that.
I don't mean to offend the guy who actually works on the game, I'm just not clear on all this.
Ambient occlusion is probably even more hungry than simple outlines. I'm far from worried.
Heh. I like this Randy Pitchford guy.
I always like games with a large arsenal, and it seems like this game fits the bill.
I think saying the game has 600,000+ weapons is more of a marketing device then anything else.
Look at Diablo 2, for example. It's got, like, 100 or however many weapons, however if you factor in all the possible combinations for prefixes and suffixes, you've got many thousands. And that's not even counting rare/unique/set/socketed weapons.
I bet that's sort of what they mean when they talk about the number of different guns in Borderlands.
That's exactly what they mean; prefixes and suffixes. I doubt there are that many models. I think changing the function of the gun is enough to say its a whole new gun especially with all the crazy things guns do in video games.
I remember reading in an early interview about the weapons system, one of the designers was saying that they aren't going to go all 'balance crazy' on the system. The beauty of the system is you never know what you'll get. So if you get a super duper weapon then good for you. They wouldn't change that.
I hope it's still that way.