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Un nuovo video in alta risoluzione di Conflict: Denied Ops, l'FPS militare attualmente in sviluppo presso Pivotal Games.Questa volta si tratta della prima parte del diario di sviluppo.
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00:36www.pivotal.com
01:00The AI keeps track of its encounters with the player, so it's got a sort of persistent memory of the
01:05fights it's had with the player in the past and will adapt its tactics accordingly. The AI is very keen
01:12to basically keep itself alive.
01:20So the theme behind the game is the CIA and the SAD division, which is the Special Activities Division. This
01:26is a covert arm of the CIA. Small teams, highly trained, highly skilled, working deep behind enemy lines.
01:35They don't carry any identifiable tags or documents, so if they're caught, then their existence can be officially denied.
01:42Basically, we've got two main protagonists, two characters, both of which you can play. We've got Graves, who's like a
01:5147-year-old Alaskan. He's quite very disciplined, from a very exemplary military background.
01:58And you put that into contrast with Lang, who's a lot younger, very much undisciplined compared to Graves' background.
02:14Conflict Denied Ops is all about cooperative play. It's the core focus of our entire game. And the player can
02:22play cooperatively, whether they're playing on their own or with a friend at any one time.
02:25There's total player freedom, so if you want to fight side-by-side, back-to-back, you can. Or you
02:30can totally split up, go your own way. It's totally up to you how you play it.
02:39All of our order systems in Conflict Denied Ops have been built specifically for this title. They allow everything in
02:45the game to be accessed through very simple controls.
02:49Every order you can give is done via a single button press.
02:52Conflict Denied Ops is set up to allow players to pick and choose whether they want to play with a
02:57friend or play solo play.
02:59They're perfectly capable of switching between the two, sharing a save game between single-player and co-op gameplay.
03:08Our competitive multiplayer allows up to 16 players to play online, or up to 4 players to play the split
03:15screen.
03:16In competitive multiplayer, your players graze all Lang, get the same characters and the same distinct weapon split, which offers
03:23a really interesting twist on multiplayer.
03:29The big thing with the new Conflict title is that we wanted to make fantastic, beautiful environments, but ultimately we
03:35wanted to be able to destroy them as well.
03:38So the golden rule with the creation of all of these environments is basically, they have to be plausible.
03:45If it looks like it can be destroyed, there's every chance it can be destroyed.
03:49In previous games, such as Conflict Vietnam, Conflict Desert Storm, we used physics fairly sparingly.
03:58Recently, with the next-gen consoles, we're able to do a lot more.
04:02We can have physics on a huge number of objects around the level, you know, literally hundreds of things have
04:09physics on them.
04:09From your high-impact explosive set pieces, all the way down to destruction that affects gameplay.
04:16It's also worth mentioning that the destruction is persistent.
04:19You can go back through the game and see the habit that you've root.
04:22Persistent level damage is basically damage that remains there, so that when you return to it later, after destroying something,
04:29it is still destroyed as you left it before.
04:31So that what happens is you do some destruction, walk away from it, that destruction actually disappears,
04:38but it's stored in memory, so that when you return, it reappears before you get there.
04:43So as far as the player's concerned, it's always been there.
04:46It's a smoke-and-mirrors effect for the player.
04:49Okay, I'm set.
04:50It just adds a new level of realism that gamers in the past haven't been able to achieve.
04:59The very first thing we do is work with the designers as to, you know, where the location's actually started,
05:06where it was actually set, and we very carefully research that with the artists.
05:10Once we've got those things nailed down, basically we'll work with the designers to come up with an initial layout,
05:17which they're happy with, because at the end of the day, you know,
05:19although we're trying to achieve these fantastic-looking environments,
05:22we have to make sure that the gameplay is king.
05:24So we'll start off by getting the basics, like the architecture,
05:29making sure it's got the right sort of textures, materials and environments,
05:33down to very specific shades of mud even.
05:41One of the most exciting things about the new Conflict game is that we've got such a huge variety of
05:46different environments,
05:47which is set throughout the entire world.
05:49We've got a level set in the Arctic, we've got a level set in Venezuela,
05:56Africa, Russia, in the middle of the Atlantic even, so, you know, the challenge for that was absolutely massive.
06:02We've created a number of situations that the player can approach in a number of ways.
06:07Players can target explosive objects and set enemies on fire.
06:12Anything that looks like it can be blown up probably can, and therefore can be used against the enemy quite
06:17effectively.
06:18The player can also shred cover, blowing up physics objects,
06:22just taping out vehicles and basically forming cover on the fly with those.
06:30Puncture Tech is our new technology for doing arbitrary destruction to a surface.
06:37So that surface might be a glass window, might be a stud wall, might be some piece of wood covering
06:44over a doorway.
06:48If it's a flimsy looking environment and it looks like it's going to blow, it's going to destroy,
06:54then that's what we have to provide.
06:56It's got to be consistent, we can't break the rule.
06:59That's the really difficult thing, I mean there's a lot of games that probably just say,
07:02well that's just too difficult, we won't do it there, we'll leave that, you know.
07:06Whereas with us, the big important thing is that it is consistent throughout the entire game.
07:11Puncture Tech is load-bearing, so the unsupported sections will fall away.
07:16You can shoot whatever shape you want in the surface and that will fall away.
07:20This allows a totally new and I think quite exciting game dynamic.
07:25You can shoot out sections the right size and shape for you to actually go through.
07:31You can literally blast your way through the surface.
07:36As a franchise we've enjoyed fantastic success with the Conflict brand,
07:41but now is the time to really get that initial ambition that we set out to achieve in the very
07:48first game,
07:49and really push it on a next-gen product.
07:52I think we've really achieved that, I think this game is bigger and better and bolder than anything we've previously
07:59achieved.
07:59In every possible way, the detail, everything, it's great.
08:12you
08:12you
08:12you
08:12Grazie.
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