February 2011
1 post
January 2011
11 posts
-Five major cities
-Caves/possibly ruins have a greater difference among them (appearance-wise)
-Flowing water (rivers, waterfalls, etc.)
-POSSIBLY: Open cities; not enclosed as in Oblivion. (basically no giant city walls)
-Killing NPCs will result in the NPC’s relatives to take over to give quests (though grudgingly)
-Independent tree/branch movement —- branches move with wind!
-Dynamic snow fall
-Changing shadows
-(Mentioned in an earlier post) Precipitation falls and changes environment’s shape/textures.
Timed Blocks;
For many people when playing Oblivion, when it came to close combat with an enemy, blocking was used as a constant way to defend themselves. In Skyrim, blocks will need to be timed to be effective or possibly even work. No more shield camping for those who do so.
As this is a brand new game that is still in the works, we are all expecting great changes in the game’s engine. And so, I hope to cover these changes in daily posts that will describe the various changes. Here is day one:
Characterization; New Radiant AI Technology:
Everything (and everyone) revolves around you. In one interview, one of the game designers gave the example that if you break into someone’s house, the person will react based on the relationship between the two characters. Therefore, if someone has a good relationship with one person, they might let the player sleep in their house, rather than kicking them out. The characters will also develop their opinions of you from these actions.
Also, the people in villages will no longer wander aimlessly; now, they will carry out believable tasks that will give the characters a more definite personality and place in the game.
The last big change I plan to cover today is Havok’s new Behavior technology. In previous games, the characters gave off a robotic-like movement that demeaned the realistic idea the games aimed for. However, the characters will now move in a less-flawless manner that will definitely improve the robotic stereotype.