![]() Besides openness and view distance the vertical dimension also impressed, which hadn't existed in other games like this before. Players who gazed upon the valley with the old camp in the middle and sharp mountains in the background for the first time let their jaw drop, because an RPG in 3D still was something new back in the day. The view range in this open game world was gigantic and brought many computers to their knees. The valley of mines of Gothic could be explored completely without loading screens, only when entering the four big dungeons loading was necessary. Until then, the three programmers might have left Piranha Bytes, but the engine stayed and powers the impressive RPG. At some point, the engine gets the name ZenGin and is being improved throughout the development of Gothic, until the game is released in 2001. They license the engine of the three students to realize their vision of a roleplaying game and hire the three students, who later are called "mad scientists" internally. Later the four employees leave and found Piranha Bytes. One day three students of the university in Oldenburg show up - Ulf Wohlers, Dieter Hildebrandt and Bert Speckels - and present their engine. Alex Brüggemann, Stefan Nyul, Tom Putzki and Michael Hoge are working at Greenwood Entertainment and dream of developing their own game. ![]() But which technology was responsible for the great experience in Gothic and how did the story continue?įlashback, 1997. ![]() The result of all this effort was released in march 2001 under the title Gothic and was revolutionary in many ways: Never before there had been a roleplaying game with such an impressive game world. Everything startet in the year 1997, when some collegues banded together, founded Piranha Bytes and planned to develop the world's best game. ![]()
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