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Report RSS Puny Human Games Interview – Blade Symphony

I’ve recently reviewed Blade Symphony for the source engine. The mod was so intriguing to me, I had to interview them. Blade Symphony is definitely one of the most unique mods out there, and it has the gameplay to back it up. Making it, a needle in the haystack.

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I’ve recently reviewed Blade Symphony for the source engine. The mod was so intriguing to me, I had to interview them. Blade Symphony is definitely one of the most unique mods out there, and it has the gameplay to back it up. Making it, a needle in the haystack.

Here's a excerpt from the interview:

MI – Dr. Doozer -

Your models are highly detailed. On average, how many polys went into the character models? The weapon models?

PHG - mflux -

The characters are about 6000 triangles (or roughly 3000 polys) with normal maps to fill in most of the detail. I'm not actually sure about the weapons. Sam can answer that.

PHG - Spire -

As Flux said, we have used about 6,000 triangles on each of the characters. Not only does this give us room to include a lot of detail, but it also gives enough flexibility in our character models to pull of the kind of animations we wanted to put into the game. As for the weapon models, we are keeping a maximum budget of about 2,000 triangles (1,000 polys) for each sword model to allow them to be highly detailed, although right now none of our sword models actually reach that amount. The swords are a very important part of Blade Symphony's gameplay, as well as something that players are going to be working towards as a goal, so we wanted to make sure they looked good and contained enough detail.


For the rest of the interview, visit modinformer.org.


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