![]() |
![]() |
![]() |
||
![]() |
||||
![]() |
||||
![]() |
||||
Frequently Asked Forum Questions | ![]() |
|||
![]() |
||||
![]() |
![]() |
|||
![]() | ||||
![]() | ||||
![]() | ||||
Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
![]() | ||||
![]() | ||||
![]() |
Re: weekly update HOT SEAT Q&A | |
Posted By: FyreWulff <mkidder@gmail.com> | Date: 7/8/10 12:43 p.m. |
In Response To: weekly update HOT SEAT Q&A (sketchfactor) Sorry if I get too technical: 1) It has been said that in Reach, players can get much farther from each other than in Halo 3. Now the 360 still has the same amount of RAM as it did when Halo 3 came out. What kind of optimizations were done to pull this off, or is the Reach engine just that much better? Or is it just better level design to work around the 360 hardware? An example I would make is how in ODST, you can go all the way from the start of the level to just halfway over the "Space elevator explodes" bridge before you'll teleport, which is a relatively far distance for a Halo game. How far would the Reach engine let us go before a teleport on the same level with all of Reach's optimizations? 2) Have the campaign editing tools improved dramatically since Halo 3? Do designers still have to manually mark areas for AI, vis portals, etc, or have some of this stuff been automated (or the automation improved) 3) We know now that the enemy encounters will adapt themselves to the player count in campaign. As a result of this, I imagine you can let the engine help add variety into encounters instead of manually placing the bipeds for each encounter (like Halo 1), or is there still a lot of manual setup for this? Example: instead of placing ELITE_MAJOR at 322,244,93 you can instruct the engine ELITE_BATTLEGROUP CENTER AROUND BOX 344,314,393/321,392,291..... 4) In the Halo 3, the missions seemed to be designed around "don't go backwards", which was possible to easily do in Halo 1 and Halo 2. This was obviously a result of having to run without a harddrive. Sometimes it was done in a subtle way, like the drop-downs in Sierra 117. Sometimes it was done more blatantly, like the cave become a wall behind you when you get to the dam in Sierra 117 or the invisible wall/one way walls when you get into the Hornets on The Covenant. Does Reach deal with this in a more transparent fashion? 5) Bungie never patches their campaigns because it would break compatibility with older versions of Halo 3 and ODST. (They also never patch disc maps for the same reason). For the purpose of this question, ignore that guideline. Is there any component of a mission in 3 or ODST that you wish you could go back and patch what you saw as a flaw or bug? Assume that the mission would magically work with older version players. 6) In 3 and ODST, a load teleport would bring the players forward in their vehicles. How hard is it to balance campaign missions for this? Can you selectively enforce vehicle teleportation and strip the vehicles away, or do you have to always deal with it? 7) Are you amazed each time people figure out how to skip a level load or do a load early and the Xbox doesn't catch on fire? 8) From a technical perspective, which level in Halo 3 or ODST was the hardest to get working in complete order and to 'stable' status?
|
|
Replies: |
The HBO Forum Archive is maintained with WebBBS 4.33. |