Jump to content
Sign in to follow this  
Adamicz

Game 2 summary

Recommended Posts

Ok, I've made little summary of informations about Game 2 which were in a few game magazines (PC Gamer, PC Format, LEVEL)

I think a lot of people weren't on the forums when scans from these papers were available. And some informations from Czech Level magazine could be new for other. And I'm apologies for my english biggrin_o.gif

*(features without reffered source are from Level magazine)

the story:

- three stories of different soldiers in three connected episodes

- different ends

- taking place in 2010 on several places over the world

- isn't splitted into individual missions even levels (PC Gamer – August 2005)

- objectives (keeping to the storyline) will be generated entirely randomly depending on course of combat (PC Gamer – August 2005)

- situation and plans of individual objectives are dynamically generated depending on our doing in the past battles with enemy (PC Gamer – August 2005)

- a player will get objectives depending on terms, in which the player just now is (e.g. If is some of the units of your army ambushed, then the objective for support of ambushed unit will devolve to the nearest unit. If you're not in the nearest unit, the objective won't be devolve to you and this mission will do computer controlled unit) (PC Gamer – August 2005)

rpg elements:

- relationships and communication with NPC's

- dynamic relationships have with each other also NPC's (PC Format – May 2006)

- communication will be proceed depending on actual situation (e.g. examination of a soldier, which just saw a tanks)

- different emotive cases

development:

- motion capture scanned on real soldier

- cooperation of army in testing of car's behaviour and properties

- 3D scanning of objects

- mimic elements of face are taken on professional mime

vehicles:

- vehicles are in a few different modifications as in real

- dynamic destruction of vehicles

- possibility to change broken tires

- automatic tire pressure system

weapons:

- weapons are in a several different modifications as in real (e.g. M-16 has about ten different barrel cooling)

AI:

- NPC during a fight is searching for optimal position

- changing of tactics if is supported by armored forces

other features:

- physics based on opensource „ODE“ (e.g. STALKER)

- dynamic destruction of buildings

- ground deformability

- changes are permanent (it means that they're sighted even in followed up chapters of the story)

- a new system of command hierarchy

- way of unit dispatching will be constantly changing due to attacks, manoeuvres and fallbacks (PC Gamer – August 2005)

Linda (creating tool of vegetation):

- generating of all kind vegetation (trees, shrub, mosses, grasses)

- generating of berries

- generating of root systém

editors, addons, mods:

- mission editor can be used in 3D, so moder can try his mission immediately

- feature called „Library“, which makes possible for user in mission editor immediately to see properties of all addons (e.g. speed, armor)

weapons of war in the game (from the screens):

BTR-90, F-35B, V-22 Osprey, UH-1Y, M1A2 Abrams, MTVR, T-90, Stryker, SU-34, Landrover, AAVP7, Hummer, Avenger

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×