Garok
Can't get enough of FH
- Joined
- Jan 23, 2004
- Messages
- 777
Cut and pasted from DAoC Catacombs (the Web site)
We managed to score an interveiw. Its awesome and stuff, read on:
Question 1: I noticed that you mention the EMotions FX 2 graphics engine in the press release, but not the Gamebryo (NetImmerse) engine. Does this mean that you're moving away from using Gamebryo in Catacombs?
MF: Not at all - we are extremely happy with Gamebryo, which for those that don't know, is the 3D graphics engine that we have used for Camelot since the first version of the game. We are using the EMotions FX 2 toolkit for advanced character modeling only - it gives us more defined facial animations/features, character animations, and overall a more solid player character model graphical feel.
Question 2: The Catacombs press release talks about PvE (playing fighting monsters) instanced content, but doesn't mention RvR content. Are you planning on implementing instanced RvR dungeons in the expansion?
MF: Yes, we are planning on doing RvR instanced content in Catacombs. That being said, we want to wait until the launch of our upcoming free expansion Dark Age of Camelot: New Frontiers until we make any firm decisions about how we will implement RvR content in that expansion. As you know, New Frontiers - which is due early this summer - overhauls Camelot's RvR system. We want to make sure that this system is working properly and assess it
before we really start designing the RvR content for Catacombs.
Question 3: Why another retail expansion?
MF: The best way to give our community graphical engine upgrades is with a retail expansion. Usually when you revamp part or all of a 3D engine, you want to provide upgraded art to go along with it.
We are giving the community a new load of content (new classes, zones, and all the instanced material) along with a graphical overhaul (specifically, player models). In our first expansion, Shrouded Isles, we upgraded the game's original engine with higher- resolution textures and better looking trees and water.
In Trials of Atlantis, we upgraded all the game's terrain textures, and upgraded the tree system and water again (and added underwater play), and provided a flexible user interface that players can personalize.
Question 4: What would you say to the community who want you to focus on New Frontiers before you dive into another expansion?
MF: The encounter and content people are ALL still working on New Frontiers. Some of our artists are mostly done with New Frontiers at this point, since we're into the beta test now. So, we are moving those artists and designers over to Catacombs so that they can get started with the concept work and modeling the new underground areas, and of course designing the new classes.
Sorry for my spacing problems, I tried my best to edit it out of there but didn't do so well
/edited by LegendsCafe
-Exano
We managed to score an interveiw. Its awesome and stuff, read on:
Question 1: I noticed that you mention the EMotions FX 2 graphics engine in the press release, but not the Gamebryo (NetImmerse) engine. Does this mean that you're moving away from using Gamebryo in Catacombs?
MF: Not at all - we are extremely happy with Gamebryo, which for those that don't know, is the 3D graphics engine that we have used for Camelot since the first version of the game. We are using the EMotions FX 2 toolkit for advanced character modeling only - it gives us more defined facial animations/features, character animations, and overall a more solid player character model graphical feel.
Question 2: The Catacombs press release talks about PvE (playing fighting monsters) instanced content, but doesn't mention RvR content. Are you planning on implementing instanced RvR dungeons in the expansion?
MF: Yes, we are planning on doing RvR instanced content in Catacombs. That being said, we want to wait until the launch of our upcoming free expansion Dark Age of Camelot: New Frontiers until we make any firm decisions about how we will implement RvR content in that expansion. As you know, New Frontiers - which is due early this summer - overhauls Camelot's RvR system. We want to make sure that this system is working properly and assess it
before we really start designing the RvR content for Catacombs.
Question 3: Why another retail expansion?
MF: The best way to give our community graphical engine upgrades is with a retail expansion. Usually when you revamp part or all of a 3D engine, you want to provide upgraded art to go along with it.
We are giving the community a new load of content (new classes, zones, and all the instanced material) along with a graphical overhaul (specifically, player models). In our first expansion, Shrouded Isles, we upgraded the game's original engine with higher- resolution textures and better looking trees and water.
In Trials of Atlantis, we upgraded all the game's terrain textures, and upgraded the tree system and water again (and added underwater play), and provided a flexible user interface that players can personalize.
Question 4: What would you say to the community who want you to focus on New Frontiers before you dive into another expansion?
MF: The encounter and content people are ALL still working on New Frontiers. Some of our artists are mostly done with New Frontiers at this point, since we're into the beta test now. So, we are moving those artists and designers over to Catacombs so that they can get started with the concept work and modeling the new underground areas, and of course designing the new classes.
Sorry for my spacing problems, I tried my best to edit it out of there but didn't do so well
/edited by LegendsCafe
-Exano