If you were to imagine the game with only the AI, but no players in its current setup, it probably wouldn’t be the same sort of tension. Sure, as a new player, you will struggle against some, and if they come into a fight at the wrong time, they can be unfavorable. The AI in Hunt: Showdown isn’t the main challenge. How should I position? What is my best approach? The challenge came from asking how else we can make the player reveal his position, and we identified pretty early on that the AI can be a catalyst for that as well. So you can see like, ‘Okay, there are people there, there are people there, I haven’t haven’t heard anything from down there.’ This mental map starts forming. Gunfire is the easy one, right? The decision to make sure that wherever someone fires a shot, you hear this across the entire map – that was just one of the pillars we established at the beginning. I was wondering what kind of challenges arise from creating a game where sound is such a big component of it?ĭennis Schwartz: Our biggest challenge was in how we populate this world with sound. GLHF: I wanted to ask about the audio because it plays such a big part in Hunt: Showdown and that makes it distinct from other games. GLHF sat down with Dennis Schwartz, lead game designer, to talk about the challenges of creating a game like Hunt, as well as what’s coming in the future.
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