Gra na podstawie prozy Sapkowskiego
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Prace nad gr± trwaj± już ponad pół roku, firma Metropolis uzgadnia szczegóły umowy z Sapkiem. Premiera gry przewidywana jest na trzeci kwartał 1998 roku. Poniżej dwa screenshoty, jednak jak dowiedziałem się od p. Adriana Chmielarza, pewnie to wszystko co poniżej i tak pójdzie do kubła. Było ładne, ale będzie ładniejsze, wszystko będzie robione prawie od nowa.
Poniżej parę technicznych informacji - dla pisemka "Next-Generation" - po
angielsku.
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Witcher
Witcher: In short.
-----------------------
Witcher is a fantasy adventure with a bit of action and RPG, and it's based
on the character created by the best Polish fantasy writer Andrzej
Sapkowski. It's quite adult-oriented, not because of sex or violence,
but also because of the subjects raised.
The whole world (backgrounds, characters) is 3D, and the camera is used
the way it was never used before...
Witcher: The story.
------------------------
Witcher is a special profession, something between assassin and wizard.
Whenever a village or a town is harrassed by a monster, people hire
witchers. But to become a witcher one has to pass very hard test (for
example a Trial of Grass). It's only possible after years of training which
involves using drugs and special spells. After such training witcher is
no longer like average human: he can see in the dark, move faster than
a common man, etc. So, whenever there is trouble, people call witcher.
And they hate him.
Geralt is the best witcher ever. He passed one additional test noone
else survived. There are a lot of things that show he is not a common
man, but the most striking one is his white, long hairs.
Geralt is also known as Butcher of Blaviken.
The game tells a story of Geralt, a hated witcher, a man for the dirty
job. The story of his lover sorceress, a bard named Jaskier and a knight
enchanted in a dragon. Geralt's fight with a banshee. How Jaskier has
released a genius. How Geralt became a witcher. What is the true
sacrifice, and why elves kill humans in forests.
And, of course, about the slaughter in Blaviken.
The gameplay.
---------------------------
Witcher is a fantasy action adventure for adults. The term 'for adults'
does not mean the game is just about sex/violence. It means that there will
be some serious, psychological stuff. We are not heading in the same
direction the creators of Carmageddon or Postal go. When someone says
'game for adults' people usually think either of sex or violence, while
there is more to that term than that. We might give the player some sex and
violence, but next to that Witcher will raise some moral issues to think
about. If you have seen 'Blade Runner' or 'Bad Lieutenant', or played and
enjoyed 'I Have No Mouth and I Must Scream' or 'Final Fantasy VII', you
know what we mean.
The whole adventure is non-linear, with various paths to reach the
end (and player does not have to go through them all).
There is a great interaction with an environment: different sounds when
witcher walks over different surfaces, dynamic light on walls when witcher
holds a torch, sparks when witcher hits the stone wall with the sword, etc.
Two interesting things we implemented in Witcher engine are adventure
engine and fighting engine. The first engine is a complete change from
the ones seen in 3rd person adventures (Resident Evil, Alone in the Dark).
Usually a player controlled a hero more like a car than a human, having
to correctly stand very near the object he wanted to examine. We have
developed more user friendly system, where witcher himself can find a way
to the object.
Fighting engine is what we believe is a next-step in turn-based battles
a la Final Fantasy 7. FF7 implemented Active Battle System, with time
bars for every person (so it's turn-based and real-time at the same time).
We are toying with the idea of adding a possibility of real, by-player
control over the attack or defence. For example let's say everyone in the
battle has 1 second of time. It's time for monster attack. Monster has,
let's say, 5 seconds to make an attack. Geralt's stats show that his
defence time is 0.12 sec. The player can defend one time during the monster
attack. When the player orders Geralt to defend, then Geralt will defend
himself for 0.12 sec. But monster has 5 seconds to attack, and can choose
any moment during that 5 seconds...
Of course heroes' stats will improve during the game and Geralt might
finish with 2 seconds of defence time. The same goes for his attack time,
etc.
If the idea turns out unplayable, then we will finish with mutated
version of Active Battle System. One of the enhancements is to make time
bars charge depending on the quality of the move (strong move takes more
time to pull off, etc.).
Apart from that one may expect many spectacular special effects during
the battles: Geralt's companion during his journey will be his lover
sorceress, a bard, a dragon enchanted in knight along with his
she-warriors, etc. - it all allows for cool spells, stabs, etc. Not to
mention the monsters and their capabilites Geralt has to fight with...
Witcher: Technology.
-------------------------
More about programming and such is described in Reflux and Haunted City
chapters (MMX, 3Dfx and such), so let's take a look at unique things.
Witcher is seen from 3rd person perspective, much like Resident Evil.
However, all locations are real 3D, thus allowing us for some really cool
effects, like real-time shadows or light sources. This also let us use
much less memory for the locations, since all we have to keep is one
location and multiple camera positions.
The camera system is completely different than in other games of the
genre. Usually there are preset cameras (prerendered backgrounds), while
we can configure it any way we want. We don't like the setting? We don't
have to render the scene again, just move camera in a different place
in a few seconds. Because our engine also allows for any kind of lens,
in summary we can have as many cameras as we want, in any position and
with any perspective. But there is more. Usually the view switches to
a different camera when a player enters a specific place in the location.
The program has to have a mask map of cameras depending on player's
position. In Witcher we have automatic cameras, which intelligently choose
the best view for the player in scene. Finally, the cameras have a little
inertia, so they gently follow the player when he moves, not only proving
the scene is real 3D (what gives a player a better impression of being
there), but also giving more dramatic, cinematic effect.
Of course from time to time we switch from auto to preset mode, for
special scenes. In such cases camera moves independently on a preset path.
This is used whenever there is a cut-scene (all cut-scenes are real-time
3D).
The level of detail in location is much higher than in any other 3D game
(bigger polygon count), thanks to the fact we don't have to render the
whole environment (level), just its part. We have also developed a few
quite neat 3D tricks, starting from a mutated version of well known
bounding boxes trick, ending on fancy 3D polygon clipping.
***
Now a bit about the editor. In current implementation of our Witcher
editor, we have four separate editing modes: Lights, Cameras, Objects and
Gameplay.
In Lights mode, we are able to add/remove and set the light on any position
in space, with total control over RGB, range, intensity, etc. The objects
lit by these lights cast soft shadows. We are also able to control ambient
light for the whole scene.
In Cameras mode we can add/remove and set the camera any way we want
(including lens focus). A scene can have up to 10 cameras (actually this
is only limited by the amount of numeric keys :)
Objects mode is the most complicated mode: here we set the descriptions and
actions for the animated/non-animated objects. It's too early now to reveal
all features, but for example we are able to mix morphed and key-framed
animations for the object(s) - this means we can have a key-framed wizard
who can shake his staff to morph it into a match (so he can hide it behind
his ear), still being one object.
Gameplay mode is quite obvious... However we have to mention that Witcher
is only halfly script-based, the other half is hard-coded (hard wired into
the code). The reason is that we are adding *a lot* of one time special
effects (like real-time blurring after Geralt drinks one of the magic
mixtures), which appear only one time in game, for only a few seconds, yet
takes days to code! We believe such things greatly enhance the game's
atmosphere and are well worth the effort.
Witcher: So what's so special?
-----------------------------------
1. Witcher is based on Andrzej Sapkowski's stories. Sapkowski is absolute
number one in Poland, and his fantasy series about witcher Geralt is
a megahit. And for a reason: it's a very good reading, full of
imagination, a great vision of a fantasy world. And - the most
important - catching reader's attention from the very first word.
However, we did not choose Witcher because he is a commercial success.
We chose him because we think it's an ideal material for an adventure
game.
2. Flexible 3D engine, with automatic, moving camera system. Soft shadows
(with a total control over attenuation, range and direction), real-time
light sources, morphed and key-framed animation, etc.
3. Breath-taking art. We know, we know... It sounds like an advertisment.
But whenever we look at the locations and textures, we always wonder
how it is possible that is not prerendered art.
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[ BEZ POLSKICH ZNAKÓW ]
© '97 by John MacKanacKy (aka Jacek Suliga)
mkk@sapkowski.fantasy.art.pl