Lionheart shotgun interview no15 at RPG Vault
Lionheart shotgun interview no15 at RPG Vault
Interview - posted by Saint_Proverbius on Sat 5 July 2003, 01:28:39
Tags: Lionheart: Legacy of the CrusaderOnce again, RPG Vault has posted a shotgun interview for Lionheart, which delves in to the question of what's been going on since the game was delayed. Here's one answer from Lars Brubaker:
Jonric: Like many games, Lionheart had its development period extended. What are some of the areas in which this additional time has allowed you to improve it, both overall and in your particular area?
Lars Brubaker
Producer and CEO, Reflexive Entertainment
Anytime a schedule gets extended it is with good reason. Black Isle saw that this game could reach the next level with just a bit more time, and they committed to giving it to us. One thing that I was especially glad that we got to spend time on was all the last minute optimizations. The engine that we used for Lionheart was quite mature, so it had a large number of optimization already in place, but for Lionheart, we added a lot of new features like the fog of war, 3D characters, and really massive environments. It was great that we got the time to get in there at the end and make sure that these new features ran at an acceptable frame rate on our min spec systems.
I thought those features were already in there before the delay, but optimising those for the box specs is a good idea. Of course, that depends on your definition of acceptable.
Spotted this at Blue's News.
Jonric: Like many games, Lionheart had its development period extended. What are some of the areas in which this additional time has allowed you to improve it, both overall and in your particular area?
Lars Brubaker
Producer and CEO, Reflexive Entertainment
Anytime a schedule gets extended it is with good reason. Black Isle saw that this game could reach the next level with just a bit more time, and they committed to giving it to us. One thing that I was especially glad that we got to spend time on was all the last minute optimizations. The engine that we used for Lionheart was quite mature, so it had a large number of optimization already in place, but for Lionheart, we added a lot of new features like the fog of war, 3D characters, and really massive environments. It was great that we got the time to get in there at the end and make sure that these new features ran at an acceptable frame rate on our min spec systems.
I thought those features were already in there before the delay, but optimising those for the box specs is a good idea. Of course, that depends on your definition of acceptable.
Spotted this at Blue's News.
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