
Part 3 - Graphics
Which graphical solutions have you used in your 3D graphics? What changes have you implemented into Aurora Engine?
Our version of Aurora Engine has been heavily modified. We have basically rewritten its 3 most crucial elements anew – the rendering engine, entire RPG system and the plotline defining system
determining the quests. We still base on Aurora’s core. This allowed us to start development without a need of a new core being created. Modified renderer utilizes all up-to-date technologies
supported by latest graphic cards – most of all DirectX 9.0. This has allowed us to implement a number of full-screen effects based on XL shaders and normal maps – so basically all elements known
from the latest graphical engines. Hence, as far as our engine is concerned we have nothing to be ashamed of – in the sense of quality graphics in our game present a level of the most modern FPP
achievements. RPGs, except maybe for Oblivion, do not usually offer that much. We do not want The Witcher to remain a graphical backbencher, that is why we decided to rewrite the renderer – to create
a vibrant and believable world governed by the principles of physics. We have created interactive elements of locations, for example water. This coherent entity allows us to feel that our actions
really bring about responses in the world. Water ripples and waves under our feet – and I don’t mean simply wading in some substance – water reacts naturally, it is a believable physical simulation.
The same applies to other elements of environment, for example – when cast, the Aard Sign not only repels our opponent, but it also makes items around him fly, bounce and break – it certainly looks
amazing. It is actually impossible to find any drawbacks of the engine in comparison to most recent productions.
Have you implemented any physics engine?
Yes, we’re using a licensed Karma Engine. There were two reasons why we decided to implement it. First, was the already-mentioned Aard Sign. It is, to a certain extent, Witcher’s trademark. It is the
most popular of signs described in the novel and at the same time a crucial element of tactics – as far as use of magic in the game is concerned. It would be very difficult to even imagine using this
sign without it having influence on the world around. Decision to implement physics engine came into being as a logical consequence. The other reason was the credibility of the world. Using physics
causes the world to become more interactive and real. Characters die in a variety of ways and the bodies are liable to the principles of physics. And so it is with items, arrows for example behave as
they would in a real world. Using physics also has a great influence on the course of action. Take Half-Life II, majority of players agreed that the gravity gun was the coolest weapon that worked
magic. We won’t have a gravity gun, but the Signs using physics engine will strongly enrich the gameplay.
Will the players feel the 3D in any way? Our main idea has always been to create a point-&-click game. There will be the isometric view in The Witcher – much more intuitive for
the beginners and comfortable during combat. Yet, since we want the players to appreciate the unquestionable beauty of graphics there will also be a TPP perspective – easily controlled by means of
keyboard. When used, it changes the game into a classic TPP wit a possibility of viewing entire world. This is mainly when the players will truly feel the 3D with everything to be seen...
experienced.
Which graphic effects will the game use? Could you share the secret with us?
The game uses very interesting, full-screen effects. And this fact comes as another consequence of our vision. Thought, in principle, the players will see the world from the third person perspective,
we would like them to feel into the character they control. Even though the players will see Geralt, they will also perceive the world in a way he does. Because witchers use various potions that
change their perceptions, we have decided to implement a number of full-screen effects that would reflect their use. With nighvision potion, for example, the players will have changed perceptions of
heat and light sources. Many of such improvements will be implemented. One of the most interesting features is witchers’ ability to accommodate their eyes depending on the level of the intensity of
light. In our game this process takes place automatically. The program computes the average brightness and adjusts the lighting-up and the appropriate full-screen effect dependant on the level of
actual darkness. This gives particularly good effects in terms of day and night cycle. The shapes are sharpened... one can easily notice that he sees through the eyes of a mutant. When we use a
torch, the witcher’s pupils shrink to a normal size, changing the level of visual perception once more. The effect I’ve just mentioned is one we’re particularly proud of.
And what about weather effects?
Generally there are two crucial elements deciding of the world credibility. One of them is the flow of time. A world cannot feel real if the time does not flow. In our world we have implemented the
day and night cycle. We take great pride in it too. The game uses numbers of lighting maps specific for given locations. Shadows change adequately, light differ in color, etc. Another thing is
randomness of certain event, say... the weather effects. The game has fully scalable weather: from subtle showers to a lightning storm. And with weather the world changes. Raindrops spill on the
ground, ripple water. When the rain eases-off, fogs appear. We do our best to meticulously depict the atmospheric effects.