![]() We've designed the engine without compromise so the player can enjoy the game to the fullest extent. The objective being to build an engine powerful enough to handle any sort of game we desired to do in the future. ![]() As a result we redesigned the game engine from scratch with an eye to providing all the functionality required for a game like Quake (or better yet Quake II, which hadn't been released at that point), along with the capability to handle multiple-split screens. At that time we were reading all this stuff about Quake being impossible to do on the PSX, which we thought was just untrue. The one we used for ShadowMaster was tailored precisely toward the needs of that project, in short it was efficient but limited. The New Engine IGNPSX: Are you using a brand new engine to create Quake II on the PlayStation, and if so, what are its strengths, and how will it make Quake II unique on the PlayStation?Ĭhris: For Quake II we're using a completely new engine. Every title released by Travellers' up to and including Toy Story, and Mickey's Wild Adventure had a large amount of input from at least one of us. Prior to that, the bulk of our core staff members all worked under the Travellers Tales banner. IGNPSX: What games has Hammerhead Studios worked on in the past?Ĭhris Stanforth: As Hammerhead we did ShadowMaster on PSX and PC last year.
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