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sunil2tall
05-22-2005, 11:16 PM
the real hard work was done in gameplay

but in graphics the designers have to design
the same location twice in the sense
the same locations in the present had to be
modified in the past

so the designers have to produce the past and
present locations in such a way that:
they resamble the same but in past locations
the clock room would work properly
but in present the clock room wont work

in present the locations look ugly but in
past the locations were as it is

sunil2tall
05-22-2005, 11:16 PM
the real hard work was done in gameplay

but in graphics the designers have to design
the same location twice in the sense
the same locations in the present had to be
modified in the past

so the designers have to produce the past and
present locations in such a way that:
they resamble the same but in past locations
the clock room would work properly
but in present the clock room wont work

in present the locations look ugly but in
past the locations were as it is

SandWarrior1
05-23-2005, 01:38 PM
All that hard work just to rehash those levels to make the game seem longer.

Santarus
05-23-2005, 02:55 PM
I liked what they did with that, the change shows the ravages of time and how it can effect something strong like a fortress, also it was interesting but near the end of the game it got...well...it got a bit repetitive.

SandWarrior1
05-24-2005, 12:11 PM
It probably would have worked better if you didn't have to constantly activate and go through a bunch of time portals.

Strider_23
05-24-2005, 12:54 PM
Yah... those portals were annoying, mostly because they were all the same and caused some confusions ...

I mean like in the present portal there`s a giant moon with clouds and night sky... and when I get out the room I get into the sunshine of the gardens http://forums.ubi.com/groupee_common/emoticons/icon_eek.gif

Persiasgirl03
05-24-2005, 12:58 PM
I dont think they designed them twice, by changing the sky and the texures of the buildings from old to new and shiney, it would completely give a new setting...by adding the overgrown foliage, same thing....and by taking it out. Make sense? I use a 3d builder and I can do that easily.

nakhoda84
05-24-2005, 06:13 PM
lol, designing the same exact level except in two different times is a lot easier than designing two separate levels, so i dont think that is as hard work as you make it out to be.

i guess the hardwork is making sure u can backtrack in the level and make it connected to all other areas on the island.

sunil2tall
06-01-2005, 11:00 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">i guess the hardwork is making sure u can backtrack in the level and make it connected to all other areas on the island. </div></BLOCKQUOTE> yes but getting all the details perfectly in present and past location is quiet good

Piega
06-02-2005, 08:03 AM
The path the prince had the follow was made extremly good.

Besides that the past and present locations are a lot of work even if the locations are the same. Most of the present locations were so devestated that it is not a simple replacement of textures. I am also a 3D builder and creating 3D envirenmonts is underestimated!

sunil2tall
06-02-2005, 11:27 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">. I am also a 3D builder and creating 3D envirenmonts is underestimated! </div></BLOCKQUOTE>but i never underestimated the hard work of 3d modellers in popww
they have done a great job in popww
the idea of main hall was great,from there prince can go in any direction to clock room or the gardens

kakalukiaJay
06-03-2005, 07:09 AM
1) reusing the same physical environment makes it easier for the developers to save some initial time in building the enviroment

2) but I enthusiastically applaud http://forums.ubi.com/images/smilies/25.gif the wonderful complexity with which the designers did to make the similar rooms a different challenge! I had to perform different tasks to proceed through familiar rooms.

3) I would love to see (even pay $ for) a skeletal view from afar (e.g. 1,000 feet away) how you progress from room to room in the towers, the library, the mystic caves etc. in both the past and the present

4) it is necessary to keep track of when you could do this and can not do that in each room. That programming design work obviously had design flaws because of the time required by Ubisoft to issue a desperately needed fix to the game.

I know how much hard work it is to accomplish what Ubisoft did in Warrior Within.
I felt that I got my money's worth; but having to sympathize with HUNDREDS of game players struggling through the existing bugs in the game is quite a challenge in itself. Those game players question whether they got their money's worth.

Razor_Ace
06-03-2005, 07:40 AM
I never encountered any serious bugs at all. My game never crashed, froze or lagged. I pushed everything to the max and had no problems at all.
Everything ran perfectly smooth.

SandWarrior1
06-03-2005, 11:20 AM
Well your one of the lucky ones then. I only encountered a few but most were fatal. No voices when characters are talking and a few other sound glitches. The fatal one was the final fight with Kaileena where she would fall off the edge but not die so I had to restart from the last save to try again.