![]() "We're all tired of seeing bullets not register because of low server tickrates," then they proceed to strain the servers by putting three games per server CPU core, causing tickrate drops. "A tac shooter with more creativity," yet the levels seem like they were built with boilerplate plugins. Personally, I wish the name "Project A" stayed, because the philosophies they sold me on back then really seemed to have faded out. I look back to the video released in 2019 when VALORANT was announced as "Project A" and I remember being hyped for it. ![]() It honestly looks like they use it for the actual final level design as well, which is something I would expect from an indie game company, not Riot. Also Riot Nu's Unreal Tutorial starts with prototyping a level, where he uses a UE4 plugin called "SuperGrid" for level prototyping. Just the fact that in the game's folder you see "ShooterGame" as the folder with all the assets is kinda sus. It seems like they chose UE4, then took UE4's example multiplayer shooter game and started to build that into VALORANT. ![]() UE4 is great as a singleplayer game engine, but I honestly think that it's not suited for multiplayer competitive gameplay because it just wasn't designed for it from the start. Oh yeah I don't have an issue with the game's actual gameplay at all - it's good to be different in that regard, I just wish they chose different decisions along the game's development. ![]()
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