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Archives  News  Two Worlds II: Graphics Engine, Weapon Design, System Reqs  


Friday, September 4, 2009
 

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Two Worlds II: Graphics Engine, Weapon Design, System Reqs
6:00 AM | Cord Kruse | Comment on this story

A new Two Worlds II newsletter is now available. The newsletter features information about the game's engine, an interview with programmer Daniel Duplaga, answers to fan questions, and several shots from the game's coastal environment. Two Worlds II will send players to the unexplored land of Eastern Antaloor and will feature detailed graphics, an active combat system, and a complex storyline.

AP: Will the player have more influence on weapons design?
Daniel:Yes, that will be possible. If a player learns the relevant skill, he will be able to strip down almost every item to its basic elements, like, for example steel, wood, le- ather or fabrics. These elements can be used in turn to upgrade other items. Artistic-minded players can even buy paints and individually design their own armor and weapons. The technical foundation behind this feature is the newly created 'CRAFT' tool. By the way, the abbreviation stands for Complete reshaping And Forging Technology.
And of course there will be magical runes and artifacts which can be incorporated into weapons and items of armor. The combination of these three basic types of adaptation will give players almost endless range of possibilities for creating their own equipment designs!

AP: We've already heard a lot about the great potential of the new engine. Can you tell us any more about this?
Daniel:Yes, of course! We developed a revolutionary and extremely powerful engine for “Two worlds II”. At Reality Pump, we call this baby “Earth 7” - because it's the seventh generation of 3D engines to come out of our studio. Here are some of the engine's features which we can implement into Antaloor: Full Deferred Rendering, Parallax Mapping, Sub Surface Scattering, Screen Space Ambient Occlusion, Hemispherical Specular Lighting, Ambient Lighting (with three light sources), unlimited dynamic lights, Soft Particles and light sources linked to physical objects.

In cooperation with the many “Two worlds” fan pages, the AP has started a new column in which fans can have their own questions about “Two worlds II” answered by the experts. Here we go:

RPGFAN: How high will the system requirements be?
Relatively moderate, I'd say... don't pin us down on this one right now - but I can tell you the minimum requirements which are already fixed:
CPU performance must be 2 GHz or higher for a single core processor and 1.6 GHz or higher for a multi- core processor. The graphics card should be from nVidia or AMD and equipped with Shader 3.0 or later. Intel GM chip sets will not be sup- ported - floating point operations in full precision are not possible with these sets. The RAM will depend on the operating system, but it will be at least 512 MB or 1024 MB. The operating systems supported will be Windows XP, Vista, Windows 7 (32 and 64-bit) and Leopard.

lukaZ: Will you be using models from the first “Two worlds” for the new game?
No, although you may meet a few creatures and characters from ”Two worlds” on your travels during the game - but of course we won't use the same 3D models. They wouldn’t really be suitable.

Two Worlds II is scheduled to arrive for Mac later this year. For more information about the game follow the links below.

Two Worlds II Newsletter
Two Worlds II
Buy Two Worlds II


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• Two Worlds II: Graphics Engine, Weapon Design, System Reqs6:00 AM
 
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Archives  News  Two Worlds II: Graphics Engine, Weapon Design, System Reqs