KKND 2: Krossfire Development Diary
Page 2
Wow!
I just checked some of the new backgrounds for KKnD2. Shane has
some of the graphic routines up and running, and John has put together
some great high-color backgrounds. John creates the backgrounds
as "tiles" of terrain with different features, and kind
of stamps them onto the map area and mattes together the edges of
the tiles (which mostly they don't need). The result is seamless
and stunningthis kicks butt over the original KKND art. They've
got some of the map areas animating - in particular they have up
and running a truly cool volcano spurting out bubbles of hot lava,
and the oil patches bubble away all on their own. The ripples across
the water make it look so crisp and clear that you could jump right
in.
There are more varied terrain types in this new KKND. The Highland areas, which are largely complete, now include densely forested areas as well as large tracts of green and more marshy or swampy areas. Desert areas now have sheer quarried cliffs, sand dunes and impassible rifts. The new Urban terrain will have crumbling city blocks and broken roads, aqueducts and flattened slagged expanses.
I
have noticed that the new backgrounds also include remnants from
the battles that took place in the original KKND, including old
burnt-out outposts and even bits of old crab claws and tank treads.
Quicksand may be a problem in the marshy Highland areas, threatening
to swallow up infantry and even small vehicles without a trace.
Bridges can be blown up in KKND2, which can lead to tactical advantage
or stalemate.
Another cool feature in KKnD2 is the effect that different terrains will have on unit speed and accessibility. For example all ground units will travel at a good speed while on roads but some will slow down considerably on sand. The terrain is 3D, so that Infantry will be able to hide from the enemy behind clumps of vegetation and pounce on them in ambush, and line of sight will be a real issue.
It's
been decided that the way the sprite art is to be split up is that
each artist will be made responsible for one of the three armies.
Dan as lead artist got to claim the Survivors, Jeremy took the Evolved,
and Toby grabbed the Series 9. I reckon Toby's going to have the
best time of it, as he gets to design the whole race from scratch.
Craig's given rough guidelines for what sorts of looks he'd like
to see but I think if Toby comes up with something great, he can
draw them any way he wants. There are going to be new units for
the other two races, but they'll be at least somewhat stylistically
constrained by the art from the original KKND.
The sprites are going to be 8-bit, so they'll have more colors than in the original KKND and on that alone should look much better than the old ones. Shane has been working on sprite routines but there's not a lot to see yet.
Bantered about as a possible name for KKND2 is Fight
Unlimited. Sounds like an arcade-style fighting game. We'll see
how long this one lasts.
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