1 - Commodore Is Awesome
1 - Commodore Is Awesome
1 - Commodore Is Awesome
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0 e<br />
"Elite<br />
doesn't a r e<br />
to my Pr ious<br />
3D stuff -<br />
very much more<br />
sophisticated."<br />
achieve his extravagant aims. "Obviously<br />
it's quite a difficult thing to do,<br />
but I'm confident it will work," he<br />
says.<br />
In a typical situation, for example,<br />
an advertisement on the bulletin<br />
board offers a reward for information<br />
about a missing person who you<br />
may have seen hiding out in another<br />
system. But passing on that information<br />
could result in you becoming<br />
a target for assassination as it's<br />
revealed that the party after said<br />
missing person are Mafia-style baddies<br />
who don't want any witnesses<br />
to their villainous dealings. In another,<br />
an anonymous character offers a<br />
huge amount of cash for passage to<br />
another planet with "no questions<br />
asked". That last statement. plus the<br />
dosh involved, is enough to suggest<br />
that taking the job could end up with<br />
you being pursued by the galactic<br />
Navy, the police or even worse.<br />
So how does it all work? "Well,<br />
there are lots of individual characters<br />
that the computer constantly keeps<br />
tracks of and it will generate new<br />
ones to replace those that have been<br />
killed," explains David. "There will<br />
continuously be new ones added, just<br />
to keep the game changing. So<br />
although there will be a large body<br />
of characters that you will deal with,<br />
you will always see some people disappear<br />
and new ones arriving:'<br />
As to how many of these supporting<br />
players there will actually be.<br />
David is unsure. "It's a non-specific<br />
amount of the moment, mainly<br />
because of the memory they take, but<br />
it's likely to be somewhere in the<br />
region of a thousand. It's quite a lot."<br />
It would have to be, with David planning<br />
to have every single ship in the<br />
game piloted by a real character -<br />
there are no "drone" ships that are<br />
sible far-reaching repercussions<br />
h time you shoot one down in<br />
(Above) The planet Earth in all its<br />
greeny-blue glory, as seen in High<br />
Frontier. Wherever possible, Braben<br />
has modelled surface detail on the<br />
real thing, so in this shot you ca<br />
nclearly see the familiar shapes of<br />
Europe, Great Britain and Africa.<br />
Major cities are marked Out to help<br />
players find their destinations more<br />
easily.<br />
(Below) One of High Frontier's more<br />
sophisticated spaceships, the Hawk.<br />
Like all the rest, its assembled from a<br />
library of individual components •<br />
note the landing gear and pilot in the<br />
cockpit. Though capable of space<br />
travel, these more "plane-like" ships<br />
would be more commonly seen flying<br />
over planet surfaces.<br />
combat. "The thing that is a bit of a<br />
variable between now and when the<br />
game is completed is just how much<br />
of that is implemented," he explains.<br />
Technically, Braben is confident<br />
that what he's doing with Elite 2's 30<br />
graphics is going to, not to put too<br />
fine a point on it. blow a lot of people<br />
away. When asked how his work<br />
here stands up against his previous<br />
3D projects and contemporary vector-based<br />
games, he says simply, "It<br />
ri<br />
t<br />
just doesn't compare - it's very much<br />
more sophisticated. The whole thing's<br />
very hierarchical, so you can add bits<br />
on bits with no problem at all. Just<br />
on the speed side it's much much<br />
quicker - much quicker than the Virus<br />
routines for instance The original Elite<br />
had a very different set of restrictions,<br />
like the memory was really tight. We<br />
had to get the whole game into 22kl"<br />
For the purposes of development,<br />
David is working from an Amiga 2000<br />
High Frontier's rather<br />
impressive level of surface<br />
detail may be a little too much<br />
for the humble Amiga at times.<br />
so speed-hungry players will be<br />
able to simplify the graphics.<br />
So a typical shot of a city in<br />
high detail like this...<br />
...becomes this on the lowest<br />
settings. Frivolous details, like<br />
building lights and ad<br />
hoardings are removed, and<br />
only the major structures<br />
remain, The result is less interesting,<br />
but a hell of a lot<br />
smoother,<br />
with a built-in accelerator card that<br />
boosts the machine's 68000 processor<br />
to the speed of a 68030 - this<br />
allows him to play around with the<br />
3D world at fifty frames a second, the<br />
smoothest update possible. Even with<br />
the 'rocket card' disconnected, the<br />
game runs at an impressive rate of<br />
knots, but if anything it will be detail<br />
more than speed that is set to stun<br />
the end user - as the screenshots here<br />
testify. Braben's "different approach"