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The cellular attack mode could be rendered in a flying game engine, such as Homeworld. A 3D gaming engine such as Unreal could be adapted for this portion of the game, although the movement around the cell, when the player navigates around the cell surface to find a receptor point to enter the cell, could be awkward; most engines were designed with little movement along the Y axis in mind and thus the migration phase of replicate shares more in common with flying games than first person shooters.
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