Can you tell us more about one of the new feature in BIA HH, the destructible environment/cover?
RP:
In Brothers in Arms Hell's Highway, being able to shred the kinds of
things soldiers hide behind is a big deal. Yes, it does look awesome to
see bullets tear apart a wooden fence splinter by splinter, but it is
about more than just looking amazing. You see, if the cover that the
enemy is protected by is invulnerable (as it is in just about every
game you've played before), then your only option is to wait them out
or charge up on them. Brothers in Arms has always been about
suppression and looking for flanks (like real combat), but now it's
also about combined arms and volume of fire. It's intense and the
feature takes Brothers in Arms Hell's Highway to a new level of
authenticity.
How does it impact the gameplay?
RP:
The enemy can run, but they can't hide. Wood can be shredded splinter
by splinter and hard cover emplacements, like sand bags, can be blown
away with high explosives (grenade and bazookas). It's amazing to watch
and great fun to play with. I can't believe we're actually doing what
we're doing because no game I've ever played feels this cool with
destructible environments. Having destructible
environments/destructible cover changes the decisions that are made on
the battlefield and the options for winning. It changes the game quite
a bit. And there's a lot of variety too, not just in the gameplay but
also in the background, in the level design and the ways that you
progress through these environments and the tactical encounters you run
into.
Can you tell us more about the development process of the destructible environment?
BW:
The very first destructible was a 12 piece checker-board prop that
resembled a fence. This was used as a proof-of-concept to ensure that
we could get it to break apart the way we needed it to and also to set
memory and performance budgets.From there we designed the workflow for
getting destructibles into the game. It starts with the art guys
modelling their pieces, setting up a skeleton which defines how the
destructible needs to break, getting it into the engine, and level
designers placing them into the levels.
With that in place, art
began cranking out various destructible objects, while code had to
develop a few other components to the system like telling soldiers when
the cover they're on is destroyed, etc.
Did you meet any particular challenges?
BW:
Yes, our destructible system requires interaction with many other game
systems. They have to interact with the cover and navigation system,
physics, and even some rendering tricks needed to pull it off. Each of
these considerations was a challenge of its own.