![]() Only minimum specs are available now, so we don't yet know what sort of rig you'll need in order to get the intended experience of Call of Duty: Infinite Warfare on PC. The Call of Duty: Infinite Warfare page on Steam has been updated to show system requirements. I am not trying to compete with exploration sims or even the trading elements of Elite, but if I get the time and energy, those types of game play might get added iteratively -after the core game launches.Call of Duty: Infinite Warfare's minimum system requirements have been posted, and they're not too much of a problem. ![]() ![]() I haven’t figured out if I will go that way yet. As I develop the game one of the design decisions will be whether to place the campaigns within the freeplay universe and let the player come and go as they choose. The plan is that in the freeplay mode, the player can jump from system to system attacking the enemy and gaining control of new terrain for their faction. It will allow the player to conquer new places each time they play the game and will provide them with unique locations to craft their own space operas if they choose. So the procedural galaxy is a way to provide an expansive battle field for big fleet encounters. I loved how everything in GSB explodes as well. I wanted to play that game, but be able to control all the ships for real and zip around the action as a fighter pilot. For a long time I described the game as Gratuitous Space Battles from the cockpit perspective. I love the space action of Star Wars and Battlestar Galactica, and I wanted to recreate those epic battles with a player right in the middle. Truly I came to my game idea from a different angle. Where I think my game diverges from those games is that Space Warfare: Infinite is focused more on battles and less on exploration. The plan is to make the story line branch based on performance so the campaign will be dynamic with a few tracts towards a few endings. As the government’s go-to problem solvers, your battle group takes part in a bunch of these conflicts, seeing the war unfold in different ways. A war on multiple fronts breaks out for the coalition when some factions within the coalition use the opportunity to seize control. As the game unfolds, the background on the attacking alien race is revealed. Before this discovery can even be discussed, a full scale invasion is underway and the Omega Group must fight a series of daring missions to put a stop to the Coalition’s destruction. ![]() While dealing with internal strife plaguing the ever expanding ISC territory, your squadron encounters the scout of an invading enemy that hadn’t been seen in centuries. You are part of an elite battle group called the Omega Battle Group – a tested flotilla of ships sent in to end the toughest conflicts. Dolan, but you are going to need a story someday.” That said, I do have the start of the story for the beginning of the campaign – You are a pilot rising through the ranks of the Inner Systems Coalition navy. Badger Head Games’ very own, the man behind Space Warfare Infinite – Mike Dolan.įor a long time the story has been – you are in space, look at the nebula clouds, look lasers and explosions! Pew! Pew! One of my students recently remarked: “That’s all great Mr. The game is built with Unity and Blender, but instead of reading about my misconceptions of how 3D models are made we have a special guest that will shed some light over this and few other topics. And a feature that will set SWI apart from any other similar game on the market is exactly that – Mike is building a complete battle editor as well, that will allow players to alter almost every aspect of the game. Now imagine that concept in a procedurally generated galaxy – and tell me that you’re not impressed. As he stated himself, playing space games inspired him to build his own. If you are reading his BadgerHeadGames Dev Log you can find out which games inspired this, which ones he admires and plays. The influence of Elite on SWI is evident, and Mike references it on the regular. Hearing the term “space dogfight” is quite enough to get me interested but after finding out that players will be able to command massive ships, fighters and even combat entire fleets on maps (which they will also be able to create by themselves), I was ‘freaking out man’! It seems that the basic idea behind SWI is to combine all of our favorite concepts into one unique experience.
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