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Serious Sam 2
ATI was replete of pleasant surprises at this year's 2004 GDC The best of the apportionment was by far the rolling tech demo of Serious Sam 2 upon display at the company's Radeon powered booth More commonly known as Serious Sam 3 this real sequel to Serious Sam should be coming along in the next to the first quarter of this year. Don't be confused. The Croatians at Croteam exhibited Serious Sam and The next to the first Encounter, usually referred to as the succeeding part to Serious Sam, but calling SE a continuation is incorrect. The content set within The Second Encounter, in fact, was originally intended to be included as part of the Serious Sam 1 package, on the other hand had to be shipped as a separate SKU after pressing deadlines forced the developer to narrow down their ridiculous drift While few gameplay details could be discerned from the real-time, looping demonstration, the basics are still in place. Classic Serious Sam twitch shooting will be not absent as will the absurdly large exterior environments, single everything is now so bonny it freaking hurts. The last game featured a robust piece of technology, on the other hand this is just crazy. The latest in flower lighting, pixel shading, bump-mapping, texturing, and detailed characters are all near Imagine Serious Sam, ten times prettier, and with the same number of characters upon screen. Oh my. The rolling demo featured a comically animated football playing orc with slimy skin and an enthusiastic hip shake. After he got his channel on in a massive fane with flickering flames and thick, pouring light, the camera took us outside to a compilation of spectacles including running enemies of varying shapes and sizes well-stocked with plasma rifles, machineguns, missiles launchers, and other unidentified on the contrary distinct weapons. We then diocese our hero, sitting casually atop a motorized trike (Harley Davidson qualifieds Big Wheel). Each portion of the demo was upon par with the best of Radeon 9700 or GeForce 3/4 tech demo The football character, for instance, appeared to be just as detailed as those entire productions of the past, single you'll actually be able to fight him. Stunning! Better still, the exterior environments appeared to receive an extensive graphical upgrade, including more tree more ample use of gradually sloping land, better lighting, and an abundant fill up of special effects. Of course, this technologically advanced awe wouldn't be complete without a station of proprietary physics applied to exactly everything. Ragdoll animations made the sight of flailing and screaming baddies falling and impacting a variety of mountainside spikes amusing, and a hardly any dozen barrels rolling down a hill was incredibly impressive. We're all panting for this individual It should be a while before we achieve fully playable versions in-house, on the other hand Serious Sam is looking quite serious. With more advanced AI, the same gameplay, the same phraseology and a better engine, it'll be hard to not be impressed. If you'd like to know more, please hold reading for an abridged version of the Croat written progres reports base on the official website. We'll make trial of and catch up with the Serious developer shortly to bring more to the table (art, interviews, etcetera). Serious Physics: Until a scarcely any days ago, physics code allowed playing with boxe crates, balls etc on the other hand now, thanks to Vedran 'Vex' Klanac, our physics guru enemies also act and fall like they should. Along that, physics collection of laws is pretty optimized at this stage, thus it really deserves a Serious title. Serious Macro Scripts: First workable version of Serious Macro Scripts (tm) has appeared in novel build. It's already obvious in what manner this new system will make the work for artists plenteous more easier. It's also unbelievable by what mode powerful is this SMS and what can be achieved. From these macro scripts you are be able to direction enemies and their movements, NPC camera, events sounds and much more. New Enemies: Couple of novel and exciting enemies have surfaced. Biker and his Trike vehicle direct the eye like they were took from Easy Rider movie. Trike direct the eyes kick-ass and it's already in mass production, wait fored to hit the Croatian ways this summer. Shadows: We finally have baking shadows end alpha. Nothing spectacular, but it makes everyone make an outcry why we didn't have that sooner Real-Time Tools: For those who are with Croteam from the start, then you already know that Serious Sam was the first FP built using real-time tools. Now, as the nearest big step in engine technology design, Serious Tools have gone smooth further to become Serious Real-Time Tools (tm) Along with starting the horizontal from any position within a hardly any seconds, now you can advance outside player's body and navigate from one side the editor, while that horizontal lives its own life - enemies are running around, projectiles are flying, water is moving,... basically everything is moving in real-time. Darko 'Drki' Martinovic, our programmer with the longest hair, says that before long we won't be just passive looker-ons It will be possible to drag and globule enemies while watching the game running, change architecture, save the player from dying... basically acting as the author of all things all that while the game is running in real-time! greatest in quantity of you could already diocese how big and powerful this novel tech is. For those who don't, there is always a great volume by Fallen Soldier entitled "How to Be the First to mark the Next Biggest Feature in Game Engine Technology". More details upon this new and exciting technology will be revealed by and by
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