![]() With unified architecture we can easily split up our memory usage the way we want and still have fast GPU access to the bits written by CPU. Harry Krueger: It is not just helping, it is necessary. #Resogun ps4 gameplay Ps4How is the unified architecture and 8GB of GDDR 5 RAM of the PS4 helping you achieve the same? #Resogun ps4 gameplay 1080pRashid Sayed: RESOGUN promises to run at a slick 1080P 60FPS. #Resogun ps4 gameplay fullHarry Krueger: We’re planning on having 3 different selectable ships in the game, and each one will sport a different weapon type. Like Stardust HD, the traditional boost and smartbombs will also make a comeback, and this time we’ve also given the player an Overdrive ability.īasically, by collecting green “energy” cubes the enemies drop, the player will be able to build up his Overdrive bar and – once full – ultimately activate it to unleash a super-powerful beam attack. We’re planning to have 5 levels available in the main game, and each will have its unique own style, enemy encounters, and geometry for the player to break apart. Rashid Sayed: What kind of crazy weapons can we expect and have you guys finalized on the number of levels the final game will have? ![]() These detached voxels that you see in game are not just particle effects or point sprites they are actual individual cubes, with their own geometry, collisions and physics, and each has its own lighting and casts its own shadow. All these cubes are fully dynamic and reactive, so for example when the player boosts through the cubes you will notice them being pushed away. Our engine supports up to 500,000 of these at any time, though in normal gameplay we rarely exceed 200k. Using our custom toolchain we export the levels as large 3D textures, which are then loaded to our engine and polygonized on the fly to build the “centrepiece” of each level. The environments are all fully destructible (though we do mark certain cubes as “indestructible” to maintain some gameplay readability) so when an explosion happens nearby, the voxels of that part are detached and chipped away. Harry Krueger: Basically, the entire world of RESOGUN is built out of individual voxels. Can you further elaborate on that? Also how dynamic the destruction system is? I believe you guys are using millions of individual building blocks that break up in real time. Rashid Sayed: Destruction physics seems to be a big part of RESOGUN. ![]() "These detached voxels that you see in game are not just particle effects or point sprites they are actual individual cubes, with their own geometry, collisions and physics, and each has its own lighting and casts its own shadow." Harry Krueger: At the moment we are focusing all of our efforts on PS4 and because remote play works so well for PS4 and Vita we have not considered a native VITA game at this time. Why is the game not coming on the PS Vita especially given the fact that such games might have wider appeal on the Vita? Rashid Sayed: RESOGUN is exclusively releasing on the PlayStation 4. Our inspiration is clearly rooted in classic titles such as Defender and Datastorm, but there’s so much more micromanagement going on in RESOGUN that we consider it a “spiritual successor” to Super Stardust HD, not older titles. RESOGUN is a twist on that formula: its cylindric game world completely changes the rules of engagement, and allows the player to monitor 100% of the playfield at all times. Harry Krueger: Super Stardust HD became famous for its “spheric gameplay”: the ship could travel around planets and approach enemies from all directions. ![]() How is RESOGUN going to provide a different experience compared to say Super Stardust HD? Rashid Sayed: We all know that yo u guys made hits like Super Stardust HD and Dead Nation. The “gun” part it’s just to make clear that things are gonna explode big in this game. It has to do with “resolution”, the idea that every voxel is some kind of “3D pixel”. Harry Krueger: We used RESOGUN internally as working title, but everybody was liking it so we decided to stick to it. Rashid Sayed: I have got to ask this! What is the meaning behind the term RESOGUN? What prompted you guys to name your next project with such a catchy name? Harry Krueger: In short, RESOGUN is a shoot ’em up with a retro attitude and a modern approach. Rashid Sayed: For our readers and fans of the game alike, can you please tell us what RESOGUN is all about? We recently spoke to various individuals over at Housemarque – with answers compiled by Harry Krueger, Lead Programmer of RESOGUN – about the benefits of developing on the PlayStation 4, the brand new gameplay features, the physics behind the dynamic destruction and more. ![]()
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