zenmaster
Crazed Fan

Joined: 17 Aug 2003
Posts: 282
Location: Wilmingtion, 1 1/2 hours from Epics office
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Posted:
Fri Mar 19, 2004 12:32 am |
Computer & Video Games (CVG) got the chance to sit down with designer Michael Johnston of Irrational Games to [url=http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/news/news_story.php(que)id=102531]talk about the multiplayer features[/url] that Irrational Games has planned for Tribes: Vengeance.
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CVG: What new features are you adding to the multiplayer modes in the game? Can you describe the new "sports" orientated play styles?
Johnston: We're using a system we call Unified Game Mode (UGM). You can think of it like a sandbox. In this sandbox you can have a number of different toys.
Each toy can be used in different ways. So we have a bunch of UGM objects, like Flags, Balls, and Goals. Game types simply combine these objects in particular ways.
A conventional Capture the Flag game would combine Capture Flags and Capture Stands. A sports oriented game might combine Balls and Goals. Some experimental game might combine all of these objects and more. But the name of the game is always the same: use the objects at your disposal to score more points than the other team. |
I also had a chance to talk with Irrational a few weeks back and found out a little info! But for now here is a little more on how UGM's work.
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The objects come packaged with their own "rules" so you won't need to be an expert programmer or scripter to create cool things. For example, if you wanted to create a new game that combines capture-the-flag gameplay with a ball-oriented scoring system, you'd just drag the flag object and the ball object onto your map, make a few tweaks and you're good to go. |
Tribes: Vengeance will be at this years GDC in Microsoft's booth probably right next to Epics latest creation, so be ready things are about to go from Unreal to insane! P.S. watch out for the ad bombardment on CVG's site. |
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