Devon Smith Discusses Two Worlds II
6:00 AM | Cord Kruse | Comment on this story
Destructoid has posted a new interview with Devon Smith, the Narrative Director for Two Worlds II, Reality Pump's upcoming RPG. The Q&A included answers to a variety of fan questions about the game. 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.
Have there been significant changes to the create a character/custom characters so they don’t look so awkward?For the full interview click over to the site below.
Destructoid: Two Worlds II Q&A
Well, I think the first one you could adjust arm length and how wide your chest was. We don’t have a chest hair option yet, which I’m working on, [Laughter] but there are 26 different parameters you can adjust. All sorts of facial parameters. You can adjust a lot of the body attributes, hair styles, skin tones -- I think we even have a few more eye colors than you normally see in a game. But yeah, we’ve improved it, I think tenfold. I know we’ve at least quadrupled the amount of features that we did in the first game, and each one of those has a lot more depth. You’ll notice slider scales and numbers instead of just you know, "and they go past 4!" [Laughter]
With everything that we were seeing, how far along were say the character models and environments and some of the rest of the assets?
Let’s see. Right now you’ve saw the topknot with like a shader that’s developed. We’re in an alpha slash beta stage. We are going to be adding new features, new models, new animations up until the very end. That kind of goes with the world first development cycle that we’ve been really trying to establish. We’ve had 234 people to cast and make unique. “That dude sounds like he has a scar. Done.” [Laughter]. A lot of the graphics you’ve seen, a lot of the lighting and shadows you can see are pretty far along, and it’s just applying those to different degrees, and seeing how much cool sh*t we can pack into each individual area. I think that the level of fidelity that you did see today, is definitely indicative of the final product. I don’t think you’re going to see that scaled back. But you definitely are going to see improvements. We’re just beginning the QA process and the QA stage. We’re testing it extensively.
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