- Učlanjen(a)
- 26.05.2006
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- Fighter Simulation: Customize fighters of various classes, engage in dogfights and lead AI wingmen.
- Tactical Simulation: Command capital ships, give orders to the crew and launch fighter wings.
- Fast Multiplayer Action: Up to 16 players.
- Rank System: Get access to more advanced hardware and AI units.
- Realistic Physics: But immediate controls.
- Scalable Proprietary Engine: From normal mapping and post-processing effects down to DirectX 8.
Intervju:
http://www.rockpapershotgun.com/2009/10/22/the-spatialists-aureasection-talk-naumachia
RPS: Can you tell us a bit about how you came up with the idea of Naumachia? Are there any specific games that influence the design?
Pasini: Well, we had to evaluate what type/kind of game we could do ourselves without producing too many assets (we are three guys working on the game) and at the same time, look for a less “common” genre. Later on, space games had kept moving forward to commerce/RPG gameplay, and each time I try one of these.. well I’d say that the combat/action part really sucks, at least for someone like me that enjoyed titles named Freespace, X wing vs Tie fighter and other ones in which combat/dogfight were the focus of the game. We then had quite a good response from public, it seems that times are mature for a return of the space genre to a more “action” point of view. To completely fulfill the question, I’d like to add that we also like a lot ship/gear customization, so we can throw in a MechWarrior series style of tuning for the assets available to players (from a simple fighter to a large capital ship).