Arbiter of Change
27-05-2011, 15:02
Zna se da igra dolazi, ali nema teme pa eto neka se nađe. Valjda će biti bolje od Legends.
http://www.stronghold3.com/
http://egrepublic.com/egrepublic/2011/4 ... -3-qa.html (http://egrepublic.com/egrepublic/2011/4/26/stronghold-3-qa.html)
What are some of the major changes/new innovations that Stronghold 3 has over its predecessors? What has stayed the same?
Perhaps one of most noticeable changes is the new graphics engine, which helps us to compete with the big boys out there. I don’t think it’s wrong to say that previous Stronghold games haven’t exactly been the most buxom beautiful wench at the banquet, so this time we really wanted to push the graphics to offer a game that’s on par with other similar strategy titles. We’re using Trinigy’s cool Vision engine, which is helping us to make great looking environments and suitably grimy medieval villages.
This new engine also allows us plenty of new options when building castles and villages. Players will no longer be restricted to placing buildings on a hidden ‘grid’. Instead they now are ‘encouraged’ rotate them around to slot them in amongst other buildings or landscape features. This obviously effects gameplay in a big way but it also means we end up with very realistic looking medieval villages. The lack of an internal grid also means that castle walls don’t have to be placed straight, now they can curve around keeps in graceful arcs. Walls have also been improved in other ways too, such as bastions, and non walkable ‘curtain’ walls that you can use to section off ‘killing zones’ within the castles concentric walls. So we not only have much better looking castles – we also now allow you to effortlessly create the perfect defensive structure (well, until the enemy smashes them in to little bits with a trebuchet!).
We are really excited about physics! We’re using Havok to introduce physics into the Stronghold series for the first time. For a game that’s all about attacking castles, it’s really very pleasing to be able to see the castle getting destroyed before your eyes. Now when you hit a building or wall with a trebuchet, for example, you’ll see parts of the wall crumble or even be thrown several feet away. If there are any soldiers stood on the wall then they will be thrown into the air, maybe sliding off a building. This helps to make sieges feel extremely dramatic as you literally watch an enemy’s castle fall to pieces.
http://s4.postimage.org/4li5b9es/image.jpg (http://postimage.org/image/4li5b9es/)http://s4.postimage.org/4ljsulwk/image.jpg (http://postimage.org/image/4ljsulwk/)http://s4.postimage.org/4llgdyec/image.jpg (http://postimage.org/image/4llgdyec/)
Isto tako, službeni cover je nedavno otkriven. Nostalgija, much?
http://i.imgur.com/2NvXg.jpg
http://www.stronghold3.com/
http://egrepublic.com/egrepublic/2011/4 ... -3-qa.html (http://egrepublic.com/egrepublic/2011/4/26/stronghold-3-qa.html)
What are some of the major changes/new innovations that Stronghold 3 has over its predecessors? What has stayed the same?
Perhaps one of most noticeable changes is the new graphics engine, which helps us to compete with the big boys out there. I don’t think it’s wrong to say that previous Stronghold games haven’t exactly been the most buxom beautiful wench at the banquet, so this time we really wanted to push the graphics to offer a game that’s on par with other similar strategy titles. We’re using Trinigy’s cool Vision engine, which is helping us to make great looking environments and suitably grimy medieval villages.
This new engine also allows us plenty of new options when building castles and villages. Players will no longer be restricted to placing buildings on a hidden ‘grid’. Instead they now are ‘encouraged’ rotate them around to slot them in amongst other buildings or landscape features. This obviously effects gameplay in a big way but it also means we end up with very realistic looking medieval villages. The lack of an internal grid also means that castle walls don’t have to be placed straight, now they can curve around keeps in graceful arcs. Walls have also been improved in other ways too, such as bastions, and non walkable ‘curtain’ walls that you can use to section off ‘killing zones’ within the castles concentric walls. So we not only have much better looking castles – we also now allow you to effortlessly create the perfect defensive structure (well, until the enemy smashes them in to little bits with a trebuchet!).
We are really excited about physics! We’re using Havok to introduce physics into the Stronghold series for the first time. For a game that’s all about attacking castles, it’s really very pleasing to be able to see the castle getting destroyed before your eyes. Now when you hit a building or wall with a trebuchet, for example, you’ll see parts of the wall crumble or even be thrown several feet away. If there are any soldiers stood on the wall then they will be thrown into the air, maybe sliding off a building. This helps to make sieges feel extremely dramatic as you literally watch an enemy’s castle fall to pieces.
http://s4.postimage.org/4li5b9es/image.jpg (http://postimage.org/image/4li5b9es/)http://s4.postimage.org/4ljsulwk/image.jpg (http://postimage.org/image/4ljsulwk/)http://s4.postimage.org/4llgdyec/image.jpg (http://postimage.org/image/4llgdyec/)
Isto tako, službeni cover je nedavno otkriven. Nostalgija, much?
http://i.imgur.com/2NvXg.jpg