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Asherons Call: Clarification About Hollow Missile Weapons

| 19 Sep 2002 19:31

srand was kind enough to stop by the Game Issues forum and clarify further why hollow missiles didn't make it in-game this month:[blockquote][i]Orion answered your question here: http://forums.turbinegames.com/read.php?f=44&i=18&t=17#18

But I can elaborate on that a little bit. We are very disappointed -- and we know that many of you are as well -- that we were unable to get hollow and phantom missile weapons in for this month.

Our biggest problem involved the way that our engine coordinates the properties of arrows with the properties of the launcher that they came from. We needed to be very certain, for instance, that there was no way to Blood Drinker either the bow or the arrow, but that the essential hollowness or phantomness was passed to the arrow correctly. It doesn't sound too bad, but because of the way the code is written, it's not quite trivial. (I'm leaving out a lot of the niggling implementation details that make it not quite trivial, because to explain those would require a 2-month primer in the AC code base. Sorry about that.)

We did solve the problem to our satisfaction, but not, unfortunately, fast enough to allow for proper testing. And since we *really* don't was to release overly-powerful hollow arrows that can be enchanted with BloodDrinker VII by mistake, we relunctantly decided that the best course of action was to delay their release by a month

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