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From towering behemoths like the brachiosaurus and the tyrannosaurus rex, to smaller creatures like the raptor and the dilophosaurus, there is no doubt that there is something magical about them. In order to capture that magic in real time, we used Unreal Engine 4 as our software platform of choice.As the gameplay itself will feature a mix of linear gameplay and open world exploration from a first person human perspective, next-generation rendering is key to selling the lush island environment and suspending the disbelief that these dinosaurs aren’t actually, well, real.In the early stages of development, it became clear that we wanted Primal Carnage: Genesis to champion an immersive story driven experience. How do we tell that story? We looked into several different storytelling methods and happened upon the episodic approach. It was a difficult decision for us, given the relative newness of episodic storytelling.Ultimately, the episodic method ended up being the clear victor due to the versatile nature of creating a story episode by episode. It allows us a lot of wiggle room, one very unique advantage of the episodic model is the ability for player feedback from the first episode to affect the development of the following episodes. Do players want to see more of a certain mechanic? Maybe people didn’t like playing a certain segment of the game, thus steering our focus elsewhere.
W ogóle nie oglądałem - przejrzałem podgląd miniaturek przejeżdżając kursorem po pasku i zobaczyłem ekran wyboru dinozaura
takiej kupy na ue4