Canadian Games Conference 2011 Notes
Gamasutra writeups
- Paper to PlayStation 3 - The Evolution of Hoard - Tyler Sigman, Big Sandwich Games
- Do Sweat the Small Stuff - Kris Piotrowski, Capybara Games
- The Blockbuster is Dead. Long Live the Blockbuster!: An Argument for Smaller Big Games. - Raphael van Lierop, Relic Entertainment
- Musing About Cloud - Denis Dyack, Silicon Knights
- Keynote by Unity Technologies' CEO David Helgason
1000s of Zombies, 1000s of Problems - The Dead Rising 2 Multiplayer Experience
Dee Jay Randall, Capcom Vancouver
- The same engine that was used in The BIGS (baseball game) was used for Dead Rising
- Cooperative goals
- sandbox experience
- character leveling
- case files
- Players are not often competing with each other, which means it was not important to resolve who interacted/killed with what objects as fair as possible like FPS' usually require.
- The artificial intelligence was distributed over all the consoles in the same cooperative game.
- Each console was given a small set of zombies and props to manage the physics and AI for.
- Ownership is initially based on distance from players and then once players start interacting with a prop/enemy they gain ownership.
- A server-client for mission data and boss fights was added late in the project since it was causing problems.. to be continued
page revision: 1, last edited: 24 May 2011 02:42