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what people are
saying about
Septerra Core! |
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"RPG OF THE
YEAR!!"
- Glide Underground
Nominated for
RPG of the Year
-GameIndustryNews
"4/5 STARS"
-NextGeneration
"86%"
-PC Gamer
"HIT!"
-Daily Radar
"8/10"
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VALHALLA |
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| Internal
Development Tools
Proprietary Data
Compression and Production Techniques.
Cut production costs significantly and
avoided annoying disk swapping by reducing the number of CD's required to store the game.
Games of similar scope to Septerra Core have shipped on as many as five disks.
Septerra shipped on only one disk, which
included:
- 40mb of space for Publisher use,
- 10 minutes of cinema style movies,
- 200 non-tiled rendered 3d backgrounds,
- Over 7000 screens of navigable environment,
- 80 animated characters and bosses,
plus,
Over 5 hours of spoken dialog, music and
sound effects
Advanced Feature 2-D
Game Engine
One of the most technologically advanced
2-D game engines ever was developed by Valkyrie Studios. Septerra Core utilized this
in-house engine which exhibits features never before seen in a 2-D game. Many reviewers
have been amazed that Septerra requires no 3-D acceleration card, believing the game to be
truly 3-D, due to the use of many advanced features.
The Septerra game engine supports the
following:
- A robust particle system,
- Support for multiple colored light sources,
Real-time shadow casting and deformation.
Terrabuilder
Originally built to create Septerra Core,
Valkyrie has designed a comprehensive development tool which enables artists, production
assistants, and quality control staff to assemble levels, orchestrate triggered scenes and
effects, and perform complex game programming and logic tasks. In addition to its
compatibility with the Septerra engine, this tool suite can be modified to produce and
edit game data for 3-D engines.
Terrabuilder Features include:
- A non-tile based map editor,
- Interactive scene-building tool with real-time visual
playback,
- Statistical balance control
R.A.T. Animation Editor
Valkyries proprietary animation
sequencing tool allows artists to control and assemble complex player modules in an
extremely efficient space-saving manner, reducing the data by 25 to 50 percent before
compression. Programmers have the ability to customize exported data through a simple
script language, reducing the data down to only the essential information they require for
a specific game.
Animation Editing and Export Features
include:
- Timing Increment accuracy to 1 millisecond,
- Addition of frame by frame reference points for defining
registration or points for spawning particles,
- X,Y flipping and Z-sort information,
- 8bit Palette creation and editing for generation of
alternate palettes,
- Dx, Dy pixel movement for each frame, to set walk or run
speeds
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