The calamitous event now known as the Great Cataclysm nearly destroyed Earth and humanity. The devastation it wrought was so shattering that even though more that two centuries have passed, much of the environment remains poisoned. The inhabitants' lives are hard and impoverished, without the many comforts and luxuries their ancestors took for granted. In the setting for Hard Truck: Apocalypse, an action RPG from Nival Interactive's Targem Games studio, scattered settlements have been established. They are connected by trading agreements. However, the hostile expanses that separate them are completely lawless, filled with scoundrels, gangs and other unsavory elements. As a result, these commercial links are constantly threatened with disruption. Ordinary cargo vehicles would stand no chance of getting through, so the vital task of keeping the routes open has fallen to heavily armed, well-armored transports and their intrepid drivers.
As one of these individuals, your short-term goal is to deliver merchandise to various destinations. At another level, you become caught up in pursuing a greater objective, which is to discover the guarded secrets of a lost civilization. The third-person action involves battles against assorted enemies, while the RPG component centers on equipping and upgrading your vehicle. You can control five basic truck models, turning them into powerful fighting machines by choosing among more than 30 types of armaments, enabling you to defeat battle trucks, war transports, robots, infantry and more. The game incorporates realistic driving and combat physics, and we've seen appealing visuals, especially those showing weapon and damage effects. Lead Designer Aleksey Tchestnikh, Lead Programmer Anton Savin and Project Manager Evgeny Khrunov offer their views on the title, which shipped late last year in various Eastern European markets.
Includes five exclusive images
The Project
Aleksey Tchestnikh:
After we made Battle Mages - a game that made us think a lot, I must confess - we then considered what to do next. We felt like doing something with more action and adrenaline. During one of our brainstorming sessions, we came up with a project that involved heavy trucks, combats, bandits and an alternative future.
To name a couple of enhancements during development, we added the damage system and lightmaps, even though they weren't in the original concept.Hard Truck: Apocalypse stands out among other seemingly similar games because of its unique combination of gameplay elements. Among the special features of the game, we should mention the realistic damage system, highly customizable vehicles - even the slightest improvements visibly change your truck - and a non-linear plot.
The game was released in Russia in December, 2005. The European release is planned for Q1 of 2006.
The Team
Aleksey Tchestnikh:
High-Level Goals
Aleksey Tchestnikh:
The games that inspired us all had huge worlds to explore and cool combat. However, most Privateer-like games take place in outer space, while we wanted to be closer to our mother Earth. :) So, we based our game on Earth, in a post-apocalyptic future and put the gamer behind the wheel of a heavy truck.
Technology
Anton Savin:
a) write a new engine,
b) license a third-party engine, or
c) improve the Battle Mages engine.
We chose the third option. We brought our own up to date so that it would fit the modern standards of graphic technologies. In the new version of the engine, we implemented shaders 2.0, bump mapping, normal mapping, grass rendering, soft shadows and various other features.
We also needed to implement a physical model of truck driving. So, we opted for the open source ODE physics engine (http://ode.org). It's fast and flexible, and we are happy with it.
Also we used FMOD for sound. It was stable and flexible enough for us.
Development Timeline
Evgeny Khrunov:
Changes and Enhancements
Evgeny Khrunov:
To name a couple of enhancements during development, we added the damage system and lightmaps, neither of which was in the original concept.
12:00 am PST February 2, 2006