La Quimera Developer Q&A – Occupable Engine 4, Main Story for Last 5 Hours

Aman Tech
14 Min Read
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At a span of one and a half months, we have gone to confirm the release date from the announcement of La Quimera (and reconstruction of 4A games for reconstruction of Ukraine), which is scheduled for April 25 on PC. However, select players will have a chance to try the new SCI-Fi first-person shooter game at the end of this week, which is part of a closed beta test available through steam.

Meanwhile, we arrived to rebuild their first project (which is also his first multiplayer game), Split with 4A games, and more. Project director Olecusandra Costiyuk, CEO Dimtro Limer, and CTO (Chief Technical Officer) continue to read for the answers of Iuriii Sashchuk.

How long is La Quimera in development?

Olecasandra Costiyuk: La Quimera has been in development since 2020, when we started pre-production with a small team. Around 2021, the project went into complete production, although the team was still growing. Unfortunately, Ukraine’s full-scale invasion in early 2022 disrupts our plans and influenced our timeline-like other people, we had to be a new reality by advancing the project.

The press release states that you have received money for this. Can you disclose the source? Have you ever considered partnership with a publisher?

Dmytro lymar: The development of sports along with additional undeclared minority investments has been funded through profits from our previous projects. These funds were raised to support both the development of the company and the development of the game. While we are fully open to potential partnership with publishers – both now and in the future – the current state of the industry makes such cooperation more difficult than normal.

Can you discuss the division of 4A games?

Dimtro Limer: 4A Games were divided back in 2014 when Ukraine’s initial attack by the Russian Federation and the Annexation of Crimea. However, we continued to work on the same project, metro exodus as a team. After completing the work on 2020, we launched our own project, La Quimera, while the second part of the 4A Games continued to work on the metro and around the same time, acquired by the embresser group. Additionally, due to the illusion of having two companies with the same name, we are now working on separate projects, we had to solve it somehow, and we agreed that it would be better to keep a 4A game trademark with the metro, so our studio got a new name – Ribern.

Why did you choose Latin America as the central place for your science-fi setting? Did you consult local experts to ensure a proper depiction of culture?

Olecasandra Costiyuk: Latin America fascinated us as a setting due to incredible mixture of cultures and rich historical layers. Combined with the close-limit of the close-future of La Quimera, it gave us almost immense creative freedom to create a unique and compelling universe.

We have consulted with Latin American experts to obtain a response and helped analyze our work to ensure respectable and thoughtful representation. It is also worth noting that the world of La Quimera is a very high vision of a metropolitan future – where the historical and cultural roots of the region are mixed with new techniques and global effects brought by those around the world.

Can you tell us a little more about the setting and background of the story?

Olecasandra Costiyuk: While we would like to keep some important plot twists in wrapped for now, we can share a little about the setting and story. In the La Quimera 2060s, the future occurs as the size of political instability, which has effectively erased global states, which completely defines national borders. The world now resembles a kind of feudal fragmentation at a global level, yet with the technology of the 21st century. In this distopian, post-Industrial World, private military companies and corporations that control major resources-as the energy and information controls the powerful power and impact.

The game occurs in Nuevo Caracas, a newly-made city-state, where the previous tendencies are mixed with elements of the past. The learning of the game is so rich and wide that it can fill dozens of pages. We are incredibly grateful to our writers, Nick and Ed for our work in bringing this world into life. We are also planning to launch an online encyclopedia for the game world, allowing anyone to deepen and learn more in the settings.

You said that La Quimera is a story-powered game. I think it will not be a semi -open world like metro exodus, right? Does La Quimera have any optional side material?

Olecasandra Costiyuk: Yes, we are extremely focused on giving a tight, story-powered experience, where the story acts as a guide for the player through the game world. As a result, we have chosen a more linear approach to the design of our locations. The players will still be able to search for secret areas and alternative areas that are not necessary for the main story. The development of additional materials for La Quimera is still going on, and we are carefully considering that it is best to expand the experience while being correct for the core story.

‘We are highly focused on giving a tight, story-powered experience, where the story acts as a guide for the player through the world of sports. As a result, we have chosen a more linear approach to the design of our locations. The players will still be able to search for secret areas and alternative areas that are not necessary for the main story. The development of additional materials for La Quimera is still going on, and we are carefully considering that it is best to expand the experience while being correct for the core story. ,

How long do you expect to take the game for the average player?

Olecasandra Costiyuk: Given the challenges we faced during the development of La Quimera due to war in Ukraine, we decided to focus on more compact experience by incorporating the most essential elements of the game.

A single player will take experienced FPS fans for about 5 hours to complete the main story. If you are looking for some additional challenge with your friends playing cooperatively, it should increase your platte for a few hours.

This is your first co-up game, right? Can you share the main challenges while making multiplayer games? In addition, how is it going to work in terms of hosting/joining, and will it be cross-play?

Olecasandra Costiyuk: Probably the biggest challenge was making a story-powered game that is equally attractive, whether played with single or friends. We wanted to ensure that the experience remains rich and immersive in both cases, even if there are some nuances that make two attitudes different.

You will be able to play with both solo and friends or random players. At the beginning of each level,
You will have the option to choose how you want to play. For matchmaking, it is very early to say, as currently we release only on steam, but we aim to make multiplayer experience as accessible as possible in various platforms.

When they join a session, how is the game scale keeping in mind the co-up players of the game?

Olecasandra Costiyuk: The sports session adjusts the intensity and density of the encounters depending on the number of players. This includes the number of enemies that may be engaged in war at one time, their overall count, spon rates and damage output, how many players are present based on all.

Additionally, we have developed a system where each player can choose their personal difficulty level in the co-ops session. This difficulty will especially apply to the player who chooses it, but it will still be balanced with the difficulty levels of other players to maintain a fair and pleasant experience for all.

What is your post-launch plan for La Quimera?

Olecasandra Costiyuk: We have a lot of plans and ideas to expand the storyline and gameplay elements within the world of La Quimera. The players’ response and printed are also incredibly important to us because we move forward. At this stage, our post-launch scheme is still in work, but we will be excited to share them with the community as soon as we are ready.

Are you still using 4A engine or something? Will the game support Nvidia DLSS 4 and AMD FSR 4? What about Ray Tracing?

Iurii sashchuk: For La Quimera, we are using the unrealistic engine 4, which allows us to create a multiplayer game, which contains all necessary techniques and equipment. However, our experience with the 4A engine remains an important foundation. Creating our approach to revolving, performance adaptation, multi-threading, streaming, visibility fixation, memory management, functioning and content optimization.

Compared to Metro Exodus, we have introduced many major improvements. In particular, we overhell the texture streaming to allow for more diversity and better performance. The visual details in La Quimera are quite high, for which we needed to develop a new visibility Culling system. This lets us handle more objects in one scene without compromising performance. We also increased unrealistic shade maping cache, so that we could support more dynamic lights simultaneously. Overall, our goal has been to give artists and designers as creative freedom as much as possible while maintaining strong technical performance.

We implemented a custom solution for global (indirect) lighting instead of real -time ray tracing.
It gave us better performance, comprehensive hardware compatibility and more efficient data storage, while keeping a strong level of view. We use DLSS and FSR. They are interesting technologies with constant improvement. But we have not yet implemented the latest versions, which we plan to implement in the near future.

What do you think about the recent release of DirectX Retricting 1.2 Preview with Neural Rendering Support? Do you believe that it will take a long time to apply in sports?

Iurii sashchuk: We are actually excited about Directx Raytracing 1.2 and the ability to rendering nerve. While La Quimera currently does not use real -time ray tracing due to our priority to achieve strong performance in a wide range of hardware, we use retrusing during the asset manufacturing process to increase visual quality.

We see a lot of possibilities in Ray Tracing and other nervous networks -based technologies. These are still relatively early in their development, but we believe they will continue to grow and eventually adopt more widely in the production environment. How quickly it happens – it actually depends on specific features, the complexity of hardware and the complexity of implementation. We are following these events closely and are definitely planning to integrate these techniques in their future work because they are mature.

Will La Quimera Playstation support 5 Pro if the game makes it to console it?

Iurii sashchuk: We have not yet announced any plan for the console, so it is difficult to say anything specific. But we always try to squeeze as much as possible from any hardware, Playstation 5 Pro should not be an exception.

Thank you for your time.

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