Page 1 of 2 12 LastLast
Results 1 to 10 of 14

Thread: hardwork behind popww | Forums

  1. #1
    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
    Reply With Quote Reply With Quote

  2. #2
    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
    Reply With Quote Reply With Quote

  3. #3
    All that hard work just to rehash those levels to make the game seem longer.

    Big thanks to Dark_Prince11 for the sig
    Reply With Quote Reply With Quote

  4. #4
    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.
    Reply With Quote Reply With Quote

  5. #5
    It probably would have worked better if you didn't have to constantly activate and go through a bunch of time portals.

    Big thanks to Dark_Prince11 for the sig
    Reply With Quote Reply With Quote

  6. #6
    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
    -----------


    -----

    We need luck, the people that drowned on Titanic were pretty healthy !
    Reply With Quote Reply With Quote

  7. #7
    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.
    ___________

    Reply With Quote Reply With Quote

  8. #8
    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.
    Reply With Quote Reply With Quote

  9. #9
    <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
    Reply With Quote Reply With Quote

  10. #10
    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!

    Live forever, and those I loved are dead and I to blame? ...I choose death!
    Reply With Quote Reply With Quote

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •