RW: You say that reborn Will have a cinematic feel to it,
will it have scripted sequences just like we saw in Half-life?
ML:
Sure. A lot of the storytelling rely on the scripted sequences.
We want to tell a story, to create a framework for the action
parts in the game. This I believe, will enhance the cinematic
feel.
RW:
The environments look fantastic. Are you using an all new 3d
engine, or it is a licensed version of another?
ML:
We’ve licensed the engine from Geometric Computing. The feature
we fell for was the ability of rendering both indoor- and vast
outdoor environments. This was exactly what we needed for our
game. It would take too long time for us to develop our own
engine and since we’re only 2 persons working on the project
at the moment, we needed to go this way. Still, there’s much
programming for us to do anyway since we’re creating a game-
and physics engine on top of their (Geometric Computing) 3D
engine.
RW:
The Quake 3 engine supports curved surfaces, will your engine?
ML:
Yes, it supports curved surfaces.
RW:
Is the environment interactive at all?
ML:
Yes it is. It would be rather dull if not, don’t you think?
RW:
Will the game mostly take place in a city, or do we travel all
over the world?
ML:As
explained above. You will travel through all different kinds
of milieus.
RW:
What about sound? Are you going to use any 3d sound (i.e. EAX
or A3D)?
ML:
So far we support DS3D. Later on we might start looking at A3D
too. We’ve also contracted a musician and a speech recording
studio to do the sound and music for us. This guy is really
good. Actually he’s doing music for the film industry too
Next
>>
<<
Previous
|