Beyond Unreal a interviewé Scott Dalton (Senior Level Designer). Un article de cinq pages loin d’être captivant. Il interessera peut-être les développeurs de mod et les mappeurs, et encore.
I think it would be important for the community to know the moddability with the game. It’s pretty amazingly open, with the tools from UT 2003 in Unreal II, so that’s all open to you, but then one thing that I end up talking about a lot are weapons, just because one of my other jobs besides being a level designer is that I do all the weapons special effects. It’s really cool, because a lot of the weapons are totally particle-based. So, for example, the Flamethrower is totally particle-based, including the damage it does, deflecting off things, laying down the goo and light that on fire – that’s all totally through particles. Basically, when you fire that weapon, your turning on the particle system, and when you stop, you’re turning it off.




