Prey Dev Diary

9

The second Prey Weekly Update has been posted over at the 3D Realms website. This week's installment covers the upcoming press tour, and an update on programming, level design and art. Here's a bit about the multiplayer that will be shown off at next week's press tour (Chris will be at the San Francisco event, so expect impressions before too long)

After the single-player portion, we're going to play some MultiPrey deathmatch to give them a feel for that side of the game. We've picked out three maps for them to play - one that focuses on wallwalking, one that focuses on gravity flipping, and one that is all about spherical gravity (fighting on small planetoids). I'm looking forward to their reactions as those elements can be confusing at first, but most of our in-house testers have picked them up quickly. The multiplayer has really come together - the weapons feel very balanced and nearly all the gameplay from the single player is available in multiplayer: spiritwalking, gravity flip, vehicles, and so forth. The only major gameplay element not in multiplayer is DeathWalk - and that was removed because it was more fun to simply respawn quickly so you can exact revenge upon the chump who killed you.

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From The Chatty
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    January 20, 2006 10:42 AM

    damn fighting on small panetoids sounds hot!

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      January 20, 2006 10:46 AM

      this whole game sound hot, can't wait to read Chris' impressions next week...

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      January 20, 2006 11:26 AM

      Maps with spherical gravity is something I've tried to create in UT and it just doesn't seem possible to get them to the point of fun.

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      January 20, 2006 2:57 PM

      It was a lot of fun in the Ratchet & Clank games, even from a third-person perspective. FPS should be equally satisfying, if not moreso. :D

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      January 20, 2006 3:12 PM

      Yeah, jumping from moom to moom sounds amazing.

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