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The features offered are also a lot more reminiscent of AAAgames, such as far more material options and advanced visual effects (including circle DOF , volumetric fog, AMD FSR, etc.). Creating games this way is, as a result, more challenging. Is solving these problems enough for Godot to become a top AA / AAAgame engine?
At Logic Simplified , a leading game development company , we created an FPSgame Mr. 45. This is the workflow for creating a AAA model of an AK-47, using Maya, Substance Designer, Substance Painter and Marmoset. I had to thoroughly learn Substance Designer. I have always been fond of guns as a child.
Games that are this massive must be made in an “assembly line” sort of way; they’re just too expensive to put actual surprises into. AAAgames are first and foremost products and their “smooth functionality” is prized above all else.
AAAgame franchises are in the middle of a renaissance on mobile. QQ Speed was followed up by an MMORPG (The Legend of Dragon) in 2011 and an FPS (Assault Fire) in 2012. Many of the reviews of these earlier games took issue with a lack of content and frustrating first-person controls.
This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting gamedesigner / systems design things. I don't discuss much of the game narrative. I assume general gamedesign knowledge but minimal Deathloop-specific knowledge.
In order to achieve that goal, the game had to overcome two major challenges: it had to be free-to-play and it had to appeal to the Chinese audience. It laid the FPS blueprint in the country and shaped the collective expectation of what an FPS was supposed to look and play like, similarly to what World of Warcraft did for MMORPGs.
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