Deus Ex:Invisible War

Mais alguns infos e SS,entrevistas feitas a alguns dos membros da equipa de programação do jogo,fica o link para a entrevista :

http://www.actiontrip.com/previews/deusexinvisiblewar_i.phtml?results=1

Deixo aqui algumas partes da entrevista:

AT: How do you feel about dealing with the issue of terrorism in the game? In light of what has happened in the past couple of years, have you had to modify your story a bit to make it, erm, less current?
Harvey Smith, Project Director: No. We're all about being "more relevant," not less. We don't consider it bad to invite people to think about complex issues. It's what the game is all about, for the players who want that.

AT: How hard will it be for players to finish DX: Invisible War by shooting their way through the game? Is the stealthy approach so heavily favored that we simply won't be able to do it by completely disregarding stealth?
Tara Thomas, Associate Producer: We want the player to author his or her own experience. If he/she wants to play the game by killing everyone and everything, then that is their choice. On the other hand, if the player never wants to draw a weapon or confront an enemy, we allow for that as well. Having the player form a plan and then giving the player the ability to execute that plan are key to the Deus Ex experience.

AT: What are some of the new AI tricks used in DX: Invisible War that we haven't seen in any of the sneaker shooters that are currently on the market?
Chris Carollo, Lead Programmer: Most AI's are very digital in their perceptions of the world: You're either in their view cone or not. The AI for Deus Ex: Invisible War and Thief 3 is much more analog. Our AI's take into account darkness, distance, view cone, peripheral vision, visual acuity, and time (that is, how long they are looking at something before they "see" it). Also, they're constantly listening to sounds in the world, all of which take into account the actual level geometry. So sounds travel down hallways and through windows, giving the AIs appropriate directional cues. All of this comes together to form AIs that are regularly interacting with the player in the interesting gray area between being oblivious to and being fully aware of the player.

AT: What neat code tricks are you guys using to make the characters look so realistic?
Bill Money, Producer: We are using normal mapping to give the characters extra depth. Normal mapping allows our characters cloths to look crumpled and creased without adding extra polygons. Our real-time 3000 poly characters look closer to the 10,000 poly characters we generated a few years ago for print ads and posters. We also use specular and environment mapping to provide the final level of detail.


AT: The importance of lighting and shadows in this game... How is it an integral part of the gameplay?
Chris Carollo, Lead Programmer: Well, it obviously affects how visible you are to the AIs, and now that we're working with a unified dynamic lighting model, you can mould your environment to your advantage in ways that you previously couldn't. You'll still be able to turn off lights to be more stealthy, but you can also place objects in front of lights, or construct shadowed patches in places that are tactically advantageous to you.

AT: Tell us a bit more about the physics sound; why should gamers be excited about it, and what does it bring to the gameplay?
Chris Carollo, Lead Programmer: There are really two ways that physics sound improves the game, one abstract and one more concrete. The more abstract way is that it makes the objects in the world behave as you'd expect, so you don't have to suspend disbelief or re-learn how objects make sound. Coupled with our Havok-driven physics simulation, the world just feels more unified, realistic, and immersive. From the concrete perspective, it identically feeds into the AIs' perceptions of the world, so you can immediately understand how to distract or mislead the AIs using physics sound, whether it's by rolling a barrel down some stairs or throwing a tin can at a wall. Our sound propagation system, physics system, and physics sound system all work together to allow the player to consistently understand the environment

:eek:

EDIT: "On the other hand, if the player never wants to draw a weapon or confront an enemy, we allow for that as well." podemos chegar ao fim do jogo sem matar ninguem 8o 8o
 
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