Art & Design: Wreaking Havok in Auto Assault
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Scott Brown was effusive while discussing what Havok brings to Auto Assault. "This whole process has been tremendously exciting for us." Brown said, "Because one of the things we heard over and over again was that what we were trying to do was completely impossible in am MMO. What we knew, though, was that one of the tricks in developing a game was to start playing with the code, stripping out the amount of data you have going back-and-forth and making the client-side portion do as much work as possible. One of our biggest tricks is just to turn objects off and on physically while still making them appear on screen. The world may be full of objects, but they won't be real until you get close enough to actually interact with them."