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Shattered Horizon Interview

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Jenny_Y8S 10th September 2009, 11:38 Quote
Sounds interesting, but have they followed true zero-g physics? If so it'll be a nightmare to play :)
Wolfe 10th September 2009, 12:10 Quote
If they don't have a defined orientation plane, I would be very interested.

One of the things that always drives me nuts in most space-sims I've played with (Freelancer, Homeworld, and Sins of a Solar Empire come to mind), is that despite the fact that they're ostensibly space games, everything on the game aligns to one plane.

If they have a game where "up" is not in any way defined by the engine, It would be really awesome.
Controls would be a nightmare, or at least quite complex, though. You 'd need to coordinate six axes.
[PUNK] crompers 10th September 2009, 13:47 Quote
looks good, shame im on xp till W7. will it be an open beta?
CardJoe 10th September 2009, 14:05 Quote
Only closed beta for now :(
Apoptosis 10th September 2009, 14:12 Quote
Antti Summala's name is spelled "Antti" not "Antii".
Kasvain 10th September 2009, 15:36 Quote
I agree with Apoptosis' comment.
CardJoe 10th September 2009, 15:54 Quote
Quote:
Originally Posted by Apoptosis
Antti Summala's name is spelled "Antti" not "Antii".

Fixed. Damned business cards with their...fonts...or something.
[PUNK] crompers 10th September 2009, 17:19 Quote
may i ask joe, when you're talking about the independant movement of the weapon to the camera, what does this feel like in practice? im guessing mouse for the weapon and wasd for camera movement? can this get a little confusing?
CardJoe 10th September 2009, 17:29 Quote
I imagine it would - but that's not how the game works. As I said in the preview, it's very similar to playing the underwater sections of most games.
Rocket_Knight64 10th September 2009, 18:05 Quote
This cant come out soon enough. I'm sick of all the carbon copy blockbuster games that have been coming out of late.

Regarding the mouse control; if I were to pull back to look up, would it keep on going until I was 'upside down' pointing backwards and then continue to where I started? That would make the most sence I suppose for true zero-grav?
Ghast 10th September 2009, 18:34 Quote
I enjoy the fact that they aren't going to make this a graphically demanding game. 'Something like an 8800 GT could run it' That's good, it means it will appeal to a larger audience. On the other hand if the game turns out to be graphically disappointing, it'll be a huge let down.

@ Rocket_Knight64 Inertia based combat will definitely take a bit to get used to. I imagine something like if you look up, you would continue to look up until you moused (just slightly) in the other direction to counteract the inertia.
CardJoe 10th September 2009, 19:52 Quote
Quote:
Originally Posted by Rocket_Knight64

Regarding the mouse control; if I were to pull back to look up, would it keep on going until I was 'upside down' pointing backwards and then continue to where I started? That would make the most sence I suppose for true zero-grav?

Exactly.
cebla 11th September 2009, 05:44 Quote
I would have thought descent or forsaken would have been mentioned at some point in the interview. Descent is easily the best zero gravity game that I have ever played.
Ghast 11th September 2009, 17:41 Quote
Forsaken 64 commanded the attention of at least a solid year of my life.
Krayzie_B.o.n.e. 11th September 2009, 23:58 Quote
Being the benchmark company I sure do hope they push the heck out of the graphics. Oh and I hope the game is worth playing first no matter how good the graphics are. It seems to be an innovative idea (I can't stand corridor shooters) but we will wait and see. So where is the DEMO!
Ending Credits 12th September 2009, 10:23 Quote
presuming all the rotation and movement must be relative rather than absolute; sounds like a nightmare to program.
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