In November 2015, game producers Thomas Lynskey and Matthew DeWinkeleer went on an 11-day research trip to England. By the next day, however, the forums had been taken down.įor the project's research, the developers tracked down obscure artifacts or preserved pieces of Titanic 's sister ship Olympic in order to ensure proper recreations. That same day, the official forums were launched. During the podcast, several preview screenshots of the current state of the Grand Staircase were released. In July, a podcast was held to provide updates on the project. In April later that year, a playable demo was released, which featured select areas of the ship including the D-Deck Reception, Scotland Road, and the Turkish Bath. The first preview of the game in Unreal Engine 4 was uploaded to YouTube in March 2015, showing an early sinking animation of the D-Deck Reception in real-time. On December 25, 2012, the first preview of the game was released, showing a fly through of the Grand Staircase and using CryEngine 3 to develop the game, which would later be switched over to Unreal Engine 4. Development ĭevelopment of the game began in November 2012, after the cancellation of the Titanic: Lost in the Darkness mod for Crysis 2. These plans were scrapped in favor of a different direction for the game.įor the upcoming alpha, the game is expected to include a tour mode, log entries, and collectibles. Once the player boarded the ship, the player would have needed to perform certain tasks of a real crewman and secure a cabin of his own, and when the Titanic would hit the iceberg, the player was planned to have had two hours and forty minutes to solve the mystery. After being mistaken for an international criminal, he must board the RMS Titanic in an effort to clear his name and to find the real culprits. Prior to the departure of Tom Lynskey from the project, the game's story was to focus on a fictional 23-year-old American Oxford University graduate named Owen Robert Morgan. ( Learn how and when to remove this template message) For more guidance, see Wikipedia:Translation.You should also add the template to the talk page. A model attribution edit summary is Content in this edit is translated from the existing French Wikipedia article at ] see its history for attribution. You must provide copyright attribution in the edit summary accompanying your translation by providing an interlanguage link to the source of your translation.If possible, verify the text with references provided in the foreign-language article. Do not translate text that appears unreliable or low-quality.Consider adding a topic to this template: there are already 5,037 articles in the main category, and specifying |topic= will aid in categorization.Machine translation like DeepL or Google Translate is a useful starting point for translations, but translators must revise errors as necessary and confirm that the translation is accurate, rather than simply copy-pasting machine-translated text into the English Wikipedia.View a machine-translated version of the French article.I understand wanting to show off the project as nicely as possible, but I do feel my expectations were set up notch too high for what it actually delivered. Speaking of the screenshots on the web page, the overall lighting quality looks quite a bit better what I was seeing in-game, which makes me think those are offline renders. And imho zooming in to look at the details would be large part of the attraction of this sort of project, so it is bit unfortunate that the visuals don't quite live up to that. Overall the game looks decent when doing general overviews of the rooms, like in the screenshots on the webpage, but suffer when looked close-up. You can see some of that in this screenshot I took from the dining room: especially the spoons and glasses look pretty bad, but also the plates and forks are not great. The thing that bothered me maybe the most is how lot of the assets felt pretty low-poly, so that all rounded things had very distinct polygons on them. I did try the Demo 401, and while I do think it is neat concept it was pretty rough on the edges.
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