![]() ![]() The parkour button for jump and for grabs. You can still traverse with great ease just by pressing one button. It’s actually quite easy to enter the game. So we have introduced a bigger number of parkour moves, but there’s a bigger number of different geometry in the city which you can use to go faster, to be more effective. To challenge you more, to give space for the more experienced players to really show their expertise, to really show how good they are at parkour. We want parkour in Dying Light to be more game-focused. ![]() Basically like a horse in a game like The Witcher, or a car in a game like Grand Theft Auto. In the first game, it was basically like a tool for your traversal, like a means for your traversal. The goal for Dying Light 2 when it comes to parkour is to add more “game” to it. So we had to write everything from scratch using of course, the experience, the knowledge we got from the first game. Dynamic movable pieces of the world which you can grab on to climb, to use while you parkour. We also wanted to do more cool stuff, for example like dynamic elements to environments. We have doubled the number of parkour moves. We wanted to increase the number of parkour moves, which we did. And we wanted to do so much more with this game. But also because we have found a lot of limitations with the old approach to coding, to implementing the parkour moves. The game is built on a new engine which is called C Engine – this is an engine we have built for games like these, for open-world first-person games. It’s because of two things, the first one is we have new technology. All of the code that governs how you do parkour in Dying Light 2 is written from scratch. So basically we’ve had to write everything from scratch. How has the movement been refined since the first game? One of the big problems with the first Dying Light was the parkour movement… This is something that games like Brink and even Mirror’s Edge didn’t do properly. He is responsible for the first Dying Light, for Dead Island as well, and for a couple of other Techland games. So I want to say that name because he is a guy that not many people know of and he is actually quite good. And Dying Light 2, this is basically a game which I have a lot of input on and a lot of influence over… working very closely with our Creative Director, the guy’s name is Adrian Ciszewski. But I joined quite early on, so yes, I know the game in and out. I wasn’t fortunate enough to be with Dying Light as a series from the start. Yes, I joined the company 6 years ago when Techland was working on Dying Light. Have you been involved with the game since its very inception? Tymon, I know you are the lead game designer. ![]()
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