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"Since our engine dynamically creates lit textures on the spot this entire part of the engine can be separated from the transformation pipeline."





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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