KP:
Do you have plans to support dual processing?
DJ: This is already supported by our Engine and was designed
from the start. Since our engine dynamically creates lit textures
on the spot this entire part of the engine can be separated
from the transformation pipeline. This will enable us to do
great things in future productions when dual processors are
more common.
KP:
Are you considering supporting the Mac or Linux?
DJ:
Considering yes but we believe a console port would be wiser
at the moment since our game would really appeal to that market.
But we will see.
KP:
Will the engine be completely interactive?
DJ:
Our primary concern was never to license out our technology
but instead be something we ourselves could build several games
with. Scripting and lots of parameters will be available for
tweaking the game though. (I hope this was the answer you wanted
since I might have misunderstood the question. :-)
KP:
What do you feel that the best feature of this game is?
DJ:
As the lead programmer I am probably expected to say the games
engine but I must confess I look more forward to playing the
game myself as I have long waited for a Speedball game using
today's 3D technology.
KP:
How long has this game been in development?
DJ:
For about a year, more if you include the engine, less if you
only include the game itself.
KP:
What is the main focus of this game, gameplay or graphics?
DJ:
Gameplay of course! Graphics is always secondary to great gameplay.
Though I believe good graphics helps gameplay on the way, at
least up to a point.
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