TảI Dying Light

When the original Dying Light launched at the beginning of năm ngoái, the world was not in need of another zombie game. But at what was perhaps the peak of Walking Dead hype & the start of zombie burnout, Dying Light’s parkour system made players sit up và take notice. Dying Light 2 aims lớn vày that again by expanding & improving on the original game’s fluid and physical movement system.

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Techland’s lead gameplay designer Bartosz ‘Glova’ Kulon tells us that some of the most dramatic additions khổng lồ the original game’s movephối haven’t actually been all that hard khổng lồ implement. It’s getting moves – such as wall-running – khổng lồ work with the rest of the motion system that’s the real challenge.

“The wall-running itself is not that difficult,” he explains. “You detect a wall-run surface, make the player stichồng to it, & play a good animation. The problem is that the surface could be a wall that also has ledges for climbing. So we have sầu to lớn avoid those ledges, because preventing wall-running on surfaces that aren’t even would actually limit the move sầu a lot.”


Kulon says that having each of the new moves in Dying Light 2 interact with the rest of the possible moves, such as rope-swinging or gliding, was where the team ran into lớn its toughest challenges during development. The underlying idea was to fix areas that they wanted to lớn improve in the original while adding more movement options that all felt completely natural.

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“We wanted our players to actually feel the difference in how they play between titles. That’s why The City is so different,” Kulon tells us. “We had lớn analyze và build The City in collaboration with the player and AI moveset so the environment would tư vấn them. This complexity forced us to lớn find solutions & balance when building The City và preparing the movement system.”

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Kulon says The City’s streets wound up being too wide at first, making it impossible for players to leap from one building khổng lồ another. That prompted the addition of new environmental elements, like street lamps, that can be used lớn bridge large gaps. But Kulon says that also gave the movement team the opportunity lớn think up ways khổng lồ extover the player’s jump distance with equippable tools và unlockable skills.

“The whole parkour system, which we Hotline the natural movement system, is built from small và big subsystems that need khổng lồ collaborate and switch between each other,” he explains. “This is something that is really difficult.”

Kulon hopes Dying Light 2 will once again expvà the boundaries of what’s expected in games in terms of player freedom.

Remember to join us khổng lồ explore the vast open world of Dying Light 2 Stay Human on September 30th at 11 AM PT / 9 PM CEST.We"ll see you on Twitch: https://t.co/ppK4Ylawp3 pic.twitter.com/rN9mdOxTta

— Dying Light (
DyingLightGame) September 23, 2021

“Looking back, the first game pushed the industry khổng lồ add freedom of movement to lớn their games—it wasn’t nearly as common as it is nowadays,” he says. “Dying Light gives players extraordinary freedom in parkouring. So we really pushed our creativity lớn the limits to be able to lớn exp& on the system from Dying Light 1 & mix a new benchmark for how natural movement should look in games in the next few years.”

The Dying Light 2 release date is phối for February 2022. Techl& will hold another ‘Dying 2 Know’ livestream September 30 at 11 am PT / 2 pm ET / 7 pm BST.


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Published: Sep 27, 2021

Senior news writer, và former military public affairs speciacác mục. Writes about wargames, strategy, & how games and the military interact.

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