find the murderer of his father) and a long term goal (the big threat). fulfil a certain mission to get information or a special weapon), a medium term goal (e.g. Within the story the user always has three goals at a time: a short term goal telling the user what to do next (e.g. In DarkStar One, we have an almost omniscient threat and two other stories running simultaneously. At the end, the user may have seen a very nice story, but lots of small stories in the beginning don’t give real clues to the user of what the story is about. This key story line is a driving force behind the beginning stages game, and provides the basis for a story that will grow, twist and turn, offering numerous surprises along the way.Ī lot of games with good stories have the problem where the user only has short term goals. The resulting murder and clues left behind will propel Kayron through the initial parts of the story, and unveil new allies and enemies in his quest for truth. Early on Kayron will discover more information which focuses on his father’s work and how he became embroiled in a plot far greater than it first appeared. Discovery and adventure still fall within the heavy action and deep story telling of DarkStar One.Ĭan you tell us about the single-player aspect of the game?ĭaniel Dumont: The player picks up the story from the point where Kayron receives the terrible news about his father’s death, whilst also being awarded a highly advanced space craft the DarkStar One. There will, of course, be secrets and other items to divulge as the community grows and begins to demand these hidden aspects. From here we plan to keep up to speed with all the feedback from the DarkStar One gamers. What kind of support to you plan to give once the game is released (additional mods, maps, expansions)?ĭaniel Dumont: DarkStar One will have an active community base. We also have technology in place to allow for the lower end graphics cards, like the GeForce4200-series, to run the software. Our engine supports all modern Shader technology and HDR light settings. We also created some special shaders for planets with atmospheres and meteoroid fields (which consist of a practically infinite number of meteoroids that can be destroyed) Additionally, the use of post-effects gives us the possibility to change the look of the game to suit the current mood. ![]() The focus for DarkStar One was on creating a colourful and interesting universe with stunning special effects, a wide variety of materials giving each alien race a unique look and feel, and realistic and attractive lighting/shadowing for the space setting. ![]() What can you tell us about the graphical and physics features?ĭaniel Dumont: The engine used in DarkStar One has been developed by Ascaron over the past few years. This not only “stimulates fun”, but it also provides the vehicle for driving the game forward. It is imperative to have items within a game that allow you to pleasantly surprise and shock the player. Some are deliberately kept quiet as the twists and surprises will offer an even greater reward to the player. We've heard about some of the features of DarkStar One, is there any we don't currently know about that you'd like to share?ĭaniel Dumont: We have not divulged all of the secrets of DarkStar One. As the project lead for DarkStar One I have worked on the title on a daily basis, from concept to completion. Strategy Informer: Firstly, could you introduce yourself to our readers?ĭaniel Dumont: My background and experience is all within this area, and I have numerous other games in my “project lead portfolio”.
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