Gamespot publie un nouveau carnet de développeur rédigé par Andrew Prohorov, ci-devant lead designer chez GSC Gameworld sur S.T.A.L.K.E.R.: Shadow of Chernobyl. Il détaille (de manière fort intéressante) le système de combat de son jeu irradié, expliquant au passage l’importance de l’IA dans ce bazar. Ça parle aussi armes :
Rather than weapons being something for the player to collect out of curiosity or preference, the way in which we create these weapons leads them to have a very real purpose. […]
Each weapon will have its own properties and details, including firing patterns, piercing ability against different surfaces, shock waves, fragmentation, and directional explosions. These are just a few of the complexities that need to be taken into account. Weapons can even misfire, which raises the importance of technical service throughout the game.
Rien de bien nouveau, mais ça sert toujours de le rappeler. Par contre, ce qui est nouveau, ce sont les 6 images qui accompagnent l’article.
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