yeppers
Wasn't sure if it was public knowledge or not but since it is..."Looks like I picked the wrong day to stop smokin'!"Is it true you guys did some prototyping with the Halo engine? How did that aid the development process?
Derek – Yes, we built a gameplay prototype in the Halo engine while we were developing our own custom engine for Shadowrun (codename: Badger). This allowed a small team of programmers, artists, and designers to quickly iterate on new ideas while building off stuff that just plain worked already in Halo, without having to wait for major features to roll into the Badger engine. This also gave us confidence to say, "Yes, Teleport is going to rule, so go ahead and spend the time to do it right for the final game." Nothing beats playing the game (even an ugly prototype) to let you know what is awesome and what should be cut.
The fact that us, being obvious PC players, getting to use our CD-Key for Reach, currently an 'exclusive' 360 title...leads me to believe it probably won't ever be on PC since it's likely a lot of people will (if they haven't already, like me ._.) now buy a 360 and finally move on from the first Halo to the last Halo. The jump isn't exactly frightening either, Reach is probably more like Halo 1 than Halo 2 and 3 were.
Can always look forward to Bungie's next game, which will (or better be) on PC since...you know, they're done with Halo and now are signed for 10 years with Activision. (Erk, let's not get into that)
Next game will be for PC, Xbox 360 and PS3
Only their next game is signed to be published with Activision for the next decade. Any other games they come out with on the side can be done with anyone else (including MS). AV only has publishing rights over their next semi-known about game. Bungie isn't going to let another MS happen to their studio or game franchise. They learned how not to make games after Halo 2, and they learned how not to get a publisher after being bought by MS. It may have had its perks, but they don't own the Halo franchise now.
Reach could easily get ported to the PC later on...but Bungie won't be the ones doing it, so looking at what they're doing shouldn't be what's leading you to jump to conclusions.
Last edited by Kornman00; July 30th, 2010 at 07:32 PM.
Always wanted a shadowrun style teleport in Halo. I always thought it would be a pretty sweet (if used and placed sparsely) armor ability in Reach.
Is it true you guys did some prototyping with the Halo engine? How did that aid the development process?
Derek – Yes, we built a gameplay prototype in the Halo engine while we were developing our own custom engine for Shadowrun (codename: Badger). This allowed a small team of programmers, artists, and designers to quickly iterate on new ideas while building off stuff that just plain worked already in Halo, without having to wait for major features to roll into the Badger engine. This also gave us confidence to say, "Yes, Teleport is going to rule, so go ahead and spend the time to do it right for the final game." Nothing beats playing the game (even an ugly prototype) to let you know what is awesome and what should be cut.
How'd they get teleport to work in the halo engine? Seems a little outside of the engine's boundaries, but then again I'm no coding scholar. Would they have been allowed to use a more (open?) version of the engine to allow for modifications, or did they have basically the same toolset we have?
Last edited by n00b1n8R; August 3rd, 2010 at 01:20 AM. Reason: fuck i can't spell some times
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