KP:
What engine did you build Tread Marks on?
SM:
My own proprietary 3D engine, using OpenGL for hardware interface.
KP:
If you developed your own, how long was it in development and
will any other company be using it?
SM:
It’s been in development as long as Tread Marks has, and we
don’t have any plans to license it at the moment.
KP:
How many tanks will be in the final game?
SM:
Hopefully at least 10 different models.
KP:
How many courses will be in the final game?
SM:
Probably at least 20.
KP:
Will their be any special tracks or tanks in the final game?
SM:
We’re planning to have a special class of tanks that will have
a very futuristic look. There should be a few rather special
courses, too.
KP:
What will the weapons be in the final game?
SM:
Lots of fun stuff, like swarmer missiles, land mines, flame
throwers, plasma guns, lasers, mortars, cruise missiles, etc.
KP:
Will an official “demo” ever be released?
SM:
Of course! As soon as the game is ready to go.
KP:
Will TreadMarks feature support for KNI or 3D NOW?
SM:
Yes, through optimized OpenGL drivers.
KP:
Will TreadMarks support any next generation graphics card’s
features? Like larger texture maps?
SM:
Yes, it has full support for 512x512 and 32-bit color textures.
KP:
Will the final version come with a level editor or a tank editor?
SM:
The game will be highly configurable (even the test version
is, if you dig around), so it will be possible for users to
make a lot of modifications. A level editor will probably be
released once the game is out, too.
KP:
When do you expect the game to be released?
SM:
Some time this year. Hopefully not too long now.
by
Kevin Perko
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