With most of our department out on travel this week, Nick and I will be heading out in a few. But before we go, here’s some the latest we’ve seen around the web.
Brink Creative Director Richard Ham has been pretty busy with interviews as of late. This week he answered questions from UK site GamesTM, as well as a few community questions from Australian site Games On Net. Here’s an excerpt from the latter:
Otto-matic: If it is P2P, will you implement a strong localisation mechanism that makes it very unlikely for Australian gamers to suffer lag connecting to a US host? Richard: On PC, we’re fully supporting a traditional dedicated server system so connections should be fine and dandy. For consoles, we’re peer-to-peer and are definitely focusing on quality of service for all our matchmaking. We’re also keying our matchmaking on friends, so that should help give console players control over the quality of the connections.
We have a lot of love for the original DOOM, and so does Gareth Ward. After getting his start modding on Team Fortress Classic — the Half-Life version of the original Quake mod — Ward made his name in modding by leading the Classic DOOM team, which sought to recreate the shareware levels of DOOM in the DOOM 3 engine. The result was a mod that not only nailed the look of the first DOOM, but also its distinct flavor.
In our interview, Gareth recalled the experience of crafting Classic DOOM, which involved the efforts of around a dozen modders:
Under the hood there are a lot of modifications going it that most people would probably take for granted. From the most obvious things like the new levels, the weapon models, item models and sound effects, through to simple things like how much damage each monster has, how fast they move and the amount of bullets that can be fired by each weapon at any given time.
Where would the mod community be without id Software? DOOM and Quake were some of the first games to spark what would become an entire generation of amateur game developers. And as id grew, so did the scene; some of those early mods went on to become the basis of successful retail games, and countless modders found their way into the industry by leveraging their modding experience.
But plenty of id Tech mods are still being released today. In our first id-related modding interview, we talk with Bryan Henderson, creator of “Zombie Slayer,” a mod that implements Heavy Rain/Dragon’s Lair-style quicktime events in DOOM 3. In addition to Zombie Slayer chat, the 29-year-old network administrator tells us about his first modding experiences, what he thinks the secret to a good mod team is, and what he’s working on next.
When did you first start modding?
Back in the late 90s, people started hacking apart game demos made using the game Quake to make movies. I found the entire process to be incredibly interesting since I had made movies back in the day using Red Baron’s movie editor. I never thought that taking a gameplay capture of someone playing a game and redoing the camera angles was possible. Continue reading full article ›
“For a game that’s coming near the end of this year, Hunted already looks very polished, with great animations, solid fighting situations, and interesting tactics as the two fighters take advantage of their strengths and minimize their weaknesses.”
The internet asked me to pass along this information on our games. I’m happy to comply.
GameStop.com is currently running their GameDays10 promotion, and one of their deals is that you can pick up Fallout 3 (PS3, 360) for a low price of $19.99. Head here for more details.
GamePro has a new interview with Brink’s Game Director Paul Wedgwood. It’s a good read with information about Splash Damage and their work on Brink. Here’s a snippet:
GamePro: How has the group’s history helped in the creation and building of a new IP?
Paul Wedgwood: The idea of setting a game inside a floating arcology was actually one of the first things I wanted to do even before we founded Splash Damage, but the technology to really pull that off wasn’t available at the time. When we were close to finishing up Enemy Territory: Quake Wars in 2007 and starting to think about our next game, that idea immediately popped back into my head, and I worked with Ed Stern, now our Lead Writer, to come up with a compelling narrative for it.
For more on Brink check out new interviews with Creative Director Richard Ham and NowGamer and IncGamers.
Splash Damage has a new developer profile up at their site — this week you can get to know environment artist Angelo ‘clasact’ Dal Pra. I’d try to explain what he does for a living, but he does such a good job answering that himself, I’ll leave you with this excerpt…
What do you do at Splash Damage?
I’m an Environment Artist here at Splash Damage. I create assets, props, textures and sometimes assemble them in a nice way. I also work closely with our level designers and fellow artists trying to make our levels as beautiful and interesting as possible.
Recently SyncError, the Community Manager for QUAKE Live, got a chance to interview Trajan, who was the first player on QUAKE Live to achieve 250,000 frags and earn the Dark Angel award. An impressive stat, and congratulations to Trajan from the team here at id! Hit the (rocket) jump for the interview.
Splash Damage is hosting a new developer profile on Brink designer John Molloy, or “Nifty” as he’s been called since childhood. According to Splash: “Procedurally generated by the great Meme-Mills of Tartary, John is one if not all of the Lagrangian points of the Design team, remaining motionless against the gravitational tug of our Enthusiasms and Fears.”
Says John of his favorite game:
Must have co-op, must be action orientated, and must have a strong story. I’m going to go with The Secret of Mana on the Super Nintendo, a 3 player co-op RPG.
The profile even includes a cameo by John’s mum, who details the ins and outs of British video game systems circa 1983. Give it a read on the Splash Damage site.
Cube Experimental is one of the more impressive mods you’ll play for Fallout 3. Even more impressive, it was created entirely by one man: Dennis Weich, a member of acclaimed modding group SureAI.
In this week’s modding interview, we had a chance to fire some questions his way on the topic of his labyrinthine Cube, a work that took him 5 months and some 500 scripts to complete.
Can you briefly introduce yourself, Dennis?
I’m 22 years old and come from a town called Starnberg, which is situated on lake Starnberg not far from the Alps and south of lovely Munich, Germany. When I’m not staring at the mountains, I’m a commercial assistant for processing information. And for sure I’ve been a modding enthusiast for the past seven years.