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مشاهدة النسخة كاملة : Project Ego update-day 1



doa champion
11-08-2002, 12:02 AM
These are some of the words from the mighty Dene Carter, co-creator of the absolutely stunning Xbox-Exclusive, Project Ego

When talking about Cut-scenes, Dene said



“Actually, even our cut-scenes are interactive unless we specifically state otherwise in our scripting language. How's that for a head-spin?”



When asked about why there was no real-time shadows in the released videos, Dene replied:



“You'll have noticed a lack of real-time water, too. Doesn't mean it's not included in the game, or even the build.”



When asked if Project Ego was made from the ground up for Xbox, he replied:



“The game has been designed with the XBox in mind from day one. The engine is entirely XBox dependent, and uses none of the code from black and white, only some of the ideas behind it's use.

Martin and Kaspar get very upset when people say we're using B&W code.”



When the topic of realism in Project Ego came up, Dene said:



“The style issue is very interesting. Like Zelda on the GC, we've had some criticism that our graphics aren't realistic - that some of our colours are very bright, that we don't use enough grey and brown.

I'm hoping that when people first play our game they feel that they're in a cosy, familiar environment - which we then rip apart piece by piece. The PR video you've seen is entirely in-game footage, with a bunch of post effects used over the top. We're hoping that at least some of these will make it into the final game; so it looks even less realistic.

And we're perfectly happy with that. We think you will be too, when you see the results.”



Dene got the forum members’ minds going with the names of the towns within the game:



“Here are some of the town's names in the game. Their natures are fairly apparent from their names. Have fun!

Bowerstone
Bloodstone
Knothole Glade
Oak Vale
White Lodges
Hook Coast