Hey — my game is going to be a hack ‘n’ slash, it’s totally research.
Considering I’m now making a real game for real, maybe now is a good time to go back to my roots and examine what went right… and what went wrong… with my previous development efforts: my Warcraft III maps.
Today: the big one, This Wreckage
You know, I actually managed to do this one without any spoilers. Maybe there are a couple in the screenshots.
It’s a vain, out-dated ambition, I know. When they first built Crysis, it was inconceivable that technology would ever be able to run it on maximum settings. I played it on a mix of Low and Medium settings on Daedalus, and it was still a bit choppy — the final boss in particular dropped to an almost unplayable frame rate, but the rest was Good Enough.
So here we are with new computer on the block Helios. What does he make of this monumental tech demo?
I was aware that the Daedalus system had become unreliable. Icarus was supposed to be the same system with a few modifications.
Icarus never panned out. The problem was just too hard. I blew through a lot of high-minded intentions but finally had to scrap the whole project.