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Jedi academy ran out of transform space

broken image
broken image

Once all the objects and textures have been sorted, they'll start working on the frame rate, and providing your machine can handle the rigours of Windows 95, your Jedi Knight won't limp along in jerko-vision in the standard-res modes. This is very early code remember, and as such all the debugging shit is still in there, and it's slowing everything down massively. Of course, such graphical lushness comes at a price, and although the levels we saw had all the elements in place, things were chugging along in only a half-screen window on a Pentium 120, although this was largely down to the sound cutting in and slowing everything down - a problem that LucasArts are confident they can easily fix when everything's finally been pulled together. This is the beginning of a new era for us.' It's this technology that will keep LucasArts at the forefront of game design. We can create massive levels for the player to explore and build, with multiple levels, slopes and wide open spaces - it's just awesome. 'This engine can pretty much do anything we want it to. 'We wanted to be able to say to the level designers, this is your world, go and create the best levels you can,' maintains project leader Justin Chin.