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View Full Version : Auto Assault dev unveils 'destructive' FPS



wraggster
January 9th, 2007, 17:05
Warmonger's destruction system comes courtesy of the shooter being built around the AGEIA PhysX processor, the dev explains, which in addition allows for "stunning fluid and cloth-based effects unlike anything seen before." And this is being combined with Epic's Unreal Engine 3.

"Our ability to combine the AGEIA PhysX engine with Unreal Engine 3 (UE3) will forever change the way people think and play first-person shooters," reckons Scott Brown, president of NetDevil. "New rigid body technology and implementation allow for scope of destruction unlike any other FPS currently available. As a player, you'll be able to feel the freedom of completely adaptive environments and the full use of conscious, destructive power."

Warmonger's set in 2029, and two of the "largest military spenders" are in dispute over a large cache of Iranian oil fields, first details released inform. The dispute escalates, and war breaks out on US soil.

"The game is staged for players to take down an entire city; one block at a time. As maps are won, a larger tactical influence is then triggered in the next, or surrounding, map(s). Each map instance will play differently as the sheer destruction of map elements forces players to adapt and find new ways to win or defend their objectives. Every round leads you closer to dominating the web of maps that make up the entire city and players have the ability to raise their ranking in a class, gaining extra abilities for high performance. "Operation: Downtown Destruction" is part of a longer series involving distinct periods from the episodic "Warmonger" story."

Speaking further about Warmonger's destruction system, NetDevil says that it "allows dynamic gameplay to emerge from the results of combat, where every aspect of the environment can be completely leveled. Destruction is done procedurally, rather than pre-canned animations that are found in most games today.

"As a result, explosives, rockets, indirect fire, and vehicle combat can literally blow away walls, drop ceilings and open up new pathways for enhanced gameflow. Collision detection has also been carefully considered during development, and the effect of destruction within the environment can be used as a weapon. A sniper can

via cvg (http://www.computerandvideogames.com/article.php?id=153805)