Techland shows off its game engine |
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| BY Rain Anderson Jul. 6th, 2009 | More on: |
Out of the blue, Techland has sent over a tech video of their in-house game engine, Chrome Engine 4, that shows off what nine nine years of work has resulted in — prettyness. The latest released game running on the engine is Call of Juarez: Bound in Blood, while past revisions of it have powered titles such as the original Call of Juarez and Chrome. As for the future, the tropical zombie murder-fest Dead Island will run on it, as will Chrome 2 and Warhound, both of which have been flying under the radar recently. We contacted Techland to see if those two are still on the way and just flying silent for the time being like Dead Island. It’s around 3:45AM in Poland (where Techland is based) at the moment, so we’ll let you know once we get a response.
Expect more of these tech videos in the future as this one, named “Living Environment” by the way, is just “the first part.”









July 7th, 2009
at 2:50 pm
so much processing is wasted on grasses and shadows and transparent water and omni-present birds. When eventually the game either turns out to be a Pac-Man clone or a “movie player” in which your are the projectionist pressing play whenever its time for a new real.
Where are my deep story lines? interesting characters, infinite replay value? branching stories? Has 20 years of game dev only brought us lighting effects? I remember when the sound effects of footsteps were cutting edge tech! Now what do we have? We have a billion polygons and textures that convey less and less emotion but take longer and longer to make.
Here is what I want;
I want a game that is filled with squares. Now for each square I want to be able to do certain actions it. The whole point of the game is collecting and trading squares. Also I want there to be other characters in the game. And these other characters are doing the same thing that I’m doing except in random, scripted and routine ways. All the squares are exactly the same dimensions except they have different properties, textures, colors, etc. Now the game should run like a weather simulator - the environment, the other characters should all appear to have a purpose (whether random, scripted or routine square collecting and trading), they should never wait for you unless it is practical for them to wait. The player will be placed in a section of the environment and given the most basic objective, along with all the basic abilities that they will need to navigate the world. The point of the game will not be to lead the player down a path but to create the illusion that the player’s actions (thought simple) have a lasting and permanent effect on the game as a whole.
July 7th, 2009
at 6:56 pm
@owen: You want Dwarf Fortress - http://www.bay12games.com/dwarves
Read the dev notes; the amount of detail planned for the game is INTENSE. Even the current version is incredible, and it barely has a shadow of the future (hoped for) splendour.
The player’s actions (either directly through a character proxy in Adventure mode or the collective actions of the individual dwarves’ AIs as guided by the player in Fortress mode) are written into the world’s history (viewable in Legends mode). When first generating a world, make sure to turn on “Reveal history by default” (or whatever the option is - it should be obvious) and you can go to Legends mode immediately to read about the exploits of the world’s inhabitants for the past 600 years or however long (there are parameters you can set for how far worldgen runs).
Done by one developer, with brainstorming and testing help from his brother.
July 13th, 2009
at 12:16 pm
impressive number crunching but he NEEDS to hook up with a sprite artist. Dude is using every possible ascii character in the book!