Warhorse - New Blog Entry
You've probably seen the shakycam footage from Warhorse' un-named RPG we posted about a few days back but we haven't had the chance to catch up on the subsequent blog post from Dan Vavra about the "leak":
In any case, more than a year after establishment of the studio it’s worth recapitulating a little what we’ve been up to so far for everyone interested in knowing what a demanding, time-consuming process developing a triple A game is.
In August 2011 we started with nine people. Since then, the studio has grown to a stable of 24, plus several external collaborators. For the first few months we were dealing with technology. We evaluated practically all the engines available at the moment, as well as a whole series of middleware technologies, and in the end we selected CryEngine 3 as the best candidate.
After that, for a relatively long time everything was settling down and people were getting used to each other. We sorted out the best work methods etc. A few people had to leave us during this time, or chose to, because it wasn't working out between us, but others came to reinforce the ranks.
At the outset we were a bit crestfallen at how slowly the graphics were progressing, but now it’s turned around and we have a whole city and a huge chunk of landscape done, more than I had anticipated right at the beginning, and I must say it looks pretty good. Obviously, not everything is yet optimized and there’s a whole bunch of interiors still wanting. Nevertheless, in comparison with the “average RPG”, on which dozens of graphic artists work, it’s a worthy feat.
We developed a number of the complicated game systems needed for creating an RPG. Our combat, dialog and dressing systems are truly unique and I’m duly proud of them. Lots of other, smaller systems are slowly starting to function, too (I have to admit I’m clueless about the purpose of some of them). We’re also finalizing one of many minigames). All of it for the time being is still in a more-or-less sketchy state and we’re putting together at this point the first sample quest script, which is proving a relatively complicated birth.
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Release: In development