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Original geschrieben von Superfrog
Tja, ohne Streckenabgrenzungen kein Rennspiel...
Was Du willst, sind Free Rides à la Driver oder GTA.
Was haben Curbs mit vergrößerter Freiheit zu tun? Abgesehen davon gibt's die in PGR, also vermutlich auch im Nachfolger.Original geschrieben von Samsnatch
du willst mir also erzählen das spiele die gewisse auslaufzonen oder curbs bieten keine rennspiele sind ?
Keine Glaskugel, sondern die Logik. Stadtracer haben entweder abgegrenzte Strecken oder eben nicht. Und im zweiten Fall wäre es dann wohl sowas wie GTA oder Midtown Madness 3.Original geschrieben von Samsnatch
interessant , welche glaskugel haste denn da befragt die sowas über mich sagt ?
Original geschrieben von Superfrog
Was haben Curbs mit vergrößerter Freiheit zu tun?
ich war noch in keiner großstadt in der man die hauptstrßae nicht verlassen konnte weil sie komplett mit leitplanke umgegeben war , und da auf den fusswegen und der umgebung bei pg ja eh nichts los ist spricht doch auch nichts dagegen in kurven den spieler über selbige sliden zu lassen oder ?Naja, und Auslaufzonen inner Großstadt?
Original geschrieben von Superfrog
Keine Glaskugel, sondern die Logik. Stadtracer haben entweder abgegrenzte Strecken oder eben nicht. Und im zweiten Fall wäre es dann wohl sowas wie GTA oder Midtown Madness 3.
Man merkt, es ist wieder Wochenende.
Original geschrieben von Samsnatch
, ich WILL im moment nämlich definitiv überhaupt keinen racer
Original geschrieben von MarkKnopfler
ich will auch keinen racer. und? dann schau ich in die threads die mich interessieren und fertig!
Original geschrieben von Samsnatch
ich WILL im moment nämlich definitiv überhaupt keinen racer
Original geschrieben von Mario
Und warum postest du dann in diesem?![]()
Action Trip: Can you tell us how many people are working on the project right now?
Ged Talbot: There are currently at total of 34 people on the core team here, which comprises seven programmers, 20 artists, one producer, a couple of designers, three sound guys (programming and design) and one production support guy, who can also call on others when needed. Also, there's a couple of IT guys and a management team here, including an executive producer, who are there for when the team requires outside support. And some external resources that we use for additional artwork. Oh, and that obviously doesn't include the people working on the publishing side of the project at Microsoft - currently about 20 of them there too !!!
AT: How far would you say you guys have gone with the development?
GT: We're about half way through now in terms of time. This means that there's probably quite a bit more than half of the development to do (!), as the first few months are always busy with design and experimentation. The screenshots reflect this - although some of the car and city models are getting there, there's still a lot of programming effects, detail and gameplay work to be done.
AT: In terms of gameplay, what will be the main alteration over the previous game?
GT: There are a lot of things we've been working on, to expand the game and ensure a new experience, but keeping the familiarity of Gotham. One of the most important changes can be found in the difficulty and bar-setting (gambling) options. The bar system has been re-designed so that it can allow players of all abilities to progress at a good pace, and see the majority of the cars and cities on offer, without the game being too difficult or too easy.
AT: Can you explain a little bit about the enhanced Kudos system?
GT: Obviously, the main driving force (excuse the pun please!) behind Gotham is the Kudos system, and this is one of the things we wanted to expand upon for Gotham 2. We want to reward everyone for their skill and style, be that in the way they drive, the way they are meticulous about completing everything, or the way they challenge themselves over and over again to better their own and other people's records.
So the new system includes new methods of earning Kudos and additional features to ensure that the player can earn Kudos from a variety of techniques instead of always attempting to the same tricks to gain enough points to progress. This will hopefully add up to make sure that however you want to drive, whatever your vehicle and level of your skill, the game is a
AT: Aside from the Porsche and Ferrari, what other new cars can we expect to see in the Project Gotham Racing 2?
GT: Oooh, I'm afraid we're not allowed to reveal the car list yet - other than the Mercedes, Ferrari, and Porsche you've already seen! But as you can see with the Mercedes Gullwing, there's not just going to be current sports and super cars in there. We had a lot of requests and response via websites and e-mail for
cars in Gotham 2, and wanted to get in a variety of cool cars that would suit all tastes. So watch out for some nice surprises - that's all we can say for now!
AT: Specifically, what will the main visual improvements be? The first Project Gotham had the best-looking car models to date...
GT: Thanks! Although there are improvements that we wanted to make to them - mainly in the details and special effects that make the cars look really realistic. For the scenery, we've concentrated in adding extra detail to buildings, such as windowsills and door frames, and making the natural features such as trees more realistic. And finally the 'special effects' which are added in via programming, such as lighting and shadowing, are being given an overhaul to enhance the realism of the whole scene. This isn't all finished yet, so isn't reflected in the screenshots, but we hope you'll like it when it's done!
AT: You've unveiled that the game will feature tracks in Hong Kong, Edinburgh (Scotland), and Moscow. How long will the tracks be?
GT: Just like in Gotham 1, we're modeling actual areas of a city rather than a simple, single track, giving you greater scope and variety in each area. Some tracks within an area will be small and compact, but some are long and complex - giving you greater scope as the game progresses. The areas within the cities that we've modeled seem to average about two square kilometers (at the moment), and should feature up to 13 circuits each.
AT: Well, you revealed that the game will feature support for Xbox Live. Tell us more about that and the multiplayer mode.
GT: Well, speaking on behalf those Xbox Live addicts from the team, we're looking to give you all those fun and addictive features you expect from an online racing game, and more. The whole nature of the game gives us great scope, and although we can't go into details yet, if anyone's got anything they particularly enjoy, we're still open to suggestions!
AT: When can we expect to see the game hit the shelves?
GT: All being well (eeeek!) we hope to be finished in time for a holiday 2003 release. This gives the team time to practice our skills for a month or two until the game's release, and the excellent players we've seen posting on the net get online via Xbox Live!
AT: Please feel free to add anything else if you wish.
GT: Thanks for your readers interest in the game (Kudos to them!), and hope you all enjoy it when it's out!
Was sollen sie verändern, London sieht halt scheisse ausOriginal geschrieben von Tempest2K
optisch eher trist find ichkann nicht annähernd mit racing ecoluzione und mercedes mithalten.....
bis jetzt! wer weiß was sich da noch alles tut.... so darfs nicht aussehen![]()
Was sollen sie verändern, London sieht halt scheisse aus![]()
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