![]() ![]() It is actually possible to play in first or third person. What made you decide to focus on the first-person point of view rather than third-person? I've always thought first-person was a trickier perspective for melee combat. We've done everything we can to make the game look nice, but at the end of the day whenever we were faced with a tradeoff we chose gameplay over looks. The blend of making the game both look and feel great is the toughest thing for us. ![]() On top of that players want as much control of their character as possible in a multiplayer game, so we can't create static canned animations, we have to let the player adjust on the fly and feel like they are controlling their sword in realtime. There is a reason not many companies try to make first-person multiplayer melee games, and the reason is that its very, very difficult.Ĭhivalry has a diverse mix of elements from fighting games, RPG games and FPS games, blended into a combat system that uses both twitch-based reflexes and more tactical play. What have been some of the biggest challenges TornBanner has faced in creating the game? It really comes down to how successful the initial launch of Chivalry is and how loud our community screams for it. We always strive to listen to our community and even amongst the team have expressed some interest in being able to do a single-player aspect in Chivalry. When Unreal announced they were going to make UE3 available without a massive upfront payment via the UDK it was the swaying point as it allowed us to pursue our dream with less risk.ĭo you have any plans to expand the multi-player game into a single-player experience as well?Īt launch Chivalry will not have a single-player campaign. Back then we were on Source and were really worried about the transition, but there is no way we could have gotten Chivalry to look as good or finished as fast on Source. The Unreal engine really is the most powerful and easy to use engine available on the market today. It got to the point where we couldn't let this dream slip away from us and we decided to go for it- I suspect that is something I will never regret. We believed in our ability to create the game at commercial quality and our community supported this idea. ![]()
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