![]() Some of the set dressing that we show, and at least in the church of District 1, it was supposed to be a safe haven," Segars said. The storytelling that happens in those is such a juxtaposition of what's supposed to be a calm and safe space. "There's a prominent in District 2 that we may have shown a creepy belltower in one of our first gameplay trailers. In IGN's two hands-on sessions with Redfall, we saw that it boasts a fair amount of storytelling through art and the environment - a hallmark of Arkane. One of Segars’ favorite elements of their design, though, are the three various churches. The first is home to the more dense town setting, while the second has farms and other aspects of rural life. Redfall is played across two different maps. Other major points for orienting the players include lighthouses - very New England, as Segars said - and major district landmarks, like the orchard in District 2. They sped up the sunrise and sunset timings to get the sun and moon in the sky faster to keep a key light in play. Segars said another typical technique used to ground players is having a directional light. During the day, the vampire god The Black Sun looms over the town and speaks to any player who stares too long at the eclipse. The day and night cycle impacts Redfall's gameplay. ![]() Prey did have time of day, but it was much more isolated on a space station people able to run across the town." I would say those were probably two of the biggest ones that we took on as far as what varied from previous games that we made. Those were some of the core features we needed to make this game. "Also just setting up all of the level streaming and how everything streams around the player was a technical challenge we took on, right? Our tech team actually built our streaming system. wanted to have various points of interest around the map so that they can orient themselves from wherever they are." Segars said. "One of the challenges is helping the players know where they are.
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