| |
Dan Foy - Co-Designer/Lead
Programmer
Ken Prugh - Producer
June 24,
1998
*
Non-edited version *
Arbadacarba> Basic
questions which have been discussed before but...
Arbadacarba> What will be the system requirements for
the game?
Arbadacarba> Have you got any basic intentions?
DanF> yes, as low as possible
DanF> but I expect it will be in the Pentium 166/200
range, with 3d HW card
Arbadacarba> That's a fair answer. Are you planning on
a software engine?
DanF> No, we are intending to just support hw
Arbadacarba> Good to know. What ships will we be able
to fly?
DanF> In single player, Starfury, Thunderbolt,
maybe others?
Arbadacarba> Other fighters in single player?
DanF> In Multiplayer, fighters of Minbari, Drazi,
Narn, Centauri
Arbadacarba> So there will be multiplayer then.
KenP> oh yes
KenP> definitely multi-player
Lorien1> Dan - only native Direct3D ?
DanF> native Direct 3d is working now, and glide is
right behind it (3dfx)
Lorien1> will the game use the advantagers of Voodoo2
?
DanF> I expect we'll take advantage of Voodoo 2 stuff
Grinner> Was the E3 demo you had running accelerated.
for Voodoo2?
KenP> The demo did use VooDoo2 cards
KenP> we were hardly using the cards at all 20%?
DanF> also, our demo is now looking much better than
E3, and under Voodoo Rush
Grinner> Any plans for being a gunner on a CapShip?
DanF> no gunner on capship, too many problems with
latency and control
Arbadacarba> Will there be different kinds of strategy
used other than just fighting (i.e. open up a jump point
in a gate and blow it up to stop incoming enemies)?
DanF> yes something like that.. I would expect that
jump points would be damageable
Arbadacarba> What is the object of the game?
DanF> Its hard to say without story details, so just
to survive/win
Arbadacarba> And you can't release anything about the
story?
KenP> thats a tough one...
KenP> Joe is involved though
Arbadacarba> So we'll just have to keep guessing? Fun.
KenP> as Kosh would say
KenP> soon you will know
Arbadacarba> Where do you guys stand n the number of
guns issue?
DanF> Since the show is ultimately canon, we'll stick
with 2 (even though we know there's 4)
Grinner> What can you tell us about the weapon
systems?
DanF> Can you be more specific about weapon systems?
Arbadacarba> Well will you be using lasers etc? Any
ideas if you will face latency problems in MP?
DanF> We'll have lasers, missiles
Arbadacarba> Beams?
Grinner> Beams (i.e. Mimbari Nial)?
DanF> Everyone must deal with latency issues, that's
why we've gotten it started now
DanF> so we'll have the most time to get it right.
DanF> Cap ships will have beam weapons (including
Minbari fighters)
Arbadacarba> Since a pre-alpha was shown at E3 I've
been searching for screen shots. When will we get a peek?
KenP> we are getting some together this week
KenP> should be posted early next week
Arbadacarba> Will there be a mission editor for both
single player and multiplayer games? What about our own
textures or flags or markings for our fighters?
Grinner> Would the mission editor be the one that the
production team will be using?
DanF> We're seriously looking at a mission editor for
the game, and fighter textures will be put in
KenP> Actually, Arbad's site has a place where you can
enter your own ideas for textures
DanF> It would be like quake skins
KenP> we will be looking at what people are submitting
Arbadacarba> In that case we could really use more
specific requirements.
KenP> i will have robin give some more specifics on
what will be needed
KenP> she is the artist that created our model
DanF> (of the starfury)
KenP> i will have her post it on the forum
Arbadacarba> sorry about that that was supposed to be:
Will there be interaction with the cast of B5? FMV or
computer animation?
KenP> we are planning on using several of the key
actors
KenP> and shoot on the actual sets
KenP> it depends upon what they are shooting at the
studio
DanF> Also it would be limited FMV
Arbadacarba> will multiplayer use a "server"
? or will it be as in Shadowpact like a "ring"
? and if on a server - will gamers be able to make their
own servers like in Quake
DanF> No, it will be peer-to-peer, but some kind of
lobby server would be great
Arbadacarba> Can I suggest you contact the guys at
Dynamix who are working on Starsiege.
Arbadacarba> Will the game support LARGE dogfights?
Ie. dozens of fighters duking it out? Or just small
battles?
DanF> yes, it will support large dogfights, as much as
we can get the computer to handle
Arbadacarba> any 3daudio support?
DanF> yes, but we'll limit true 3d audio to machines
that have hw support for it
DanF> its very expensive to do software emulation of
that
KenP> expensive on the processor
Arbadacarba> Now I know what I have to update next.
Arbadacarba> What kinds of 3D-accelerated effects can
we expect to be supported in the game (ie. bump mapping,
anti-aliasing, Detailed Textures, etc.)??
DanF> ahh.. texture mapping.. multiple polys.. :)
DanF> We'll experiment to find the best effects..
we'll take advantage of whatever we think
DanF> the customer is likely to have on his card
Arbadacarba> The one thing I noticed at the showing
was that as you got closer to the minbari warship the
texture became very pixilated.
DanF> yes, we will actually support higher detail
models in the final version
DanF> but of course at some point you will begin to
lose detail
Arbadacarba> Not the number of polygons but the colors
in the texture itself
DanF> it depends on the model as to how much detail
will be built in
Arbadacarba> Will you be given orders on the fly,
after you have started a mission
DanF> y e s s
Arbadacarba> Q : will you consider a DVD version ?
Arbadacarba> Q : a Dreamcast version ?
KenP> we probably wont need that kind of space
DanF> (for DVD)
KenP> the Dreamcast stuff is so new, that we don't
know yet
Arbadacarba> if we're close enough, will we be able to
see the pilot in a starfury through the cockpit glass? if
so, will it vary according to who's in there?
DanF> It could happen...
Arbadacarba> Will there be real-time voice chat in
multiplayer between players?
DanF> real-time voice depends on how much bandwidth we
have left over after we have a solid
KenP> the Dreamcast stuff is so new, that we don't
know yet
DanF> multiplayer game working over 28.8 modems
Grinner> Will you enable features for over 28.8?
DanF> We'll just have more breathing room - Can't
count on it because phone conditions never stay ideal
Grinner> I mean, for things like Cable Modems and ADSL
DanF> about cable modems, possibly
Arbadacarba> Are you guys playing games like WCP and
Freespace to see what is good/bad about those games, and
what gamers like/dislike about them to help you make this
game better?
KenP> we love to play games
DanF> yes, we look at the competition and listen to
what people like and don't like about them
Arbadacarba> Can you confirm or deny plans for a B5
action game based on the half-life engine?
KenP> what an unreal question
Arbadacarba> Q : CUT SCENES : do you intend to spend a
lot of dev. time on this ? and if so, why do you think it
is needed?
KenP> whatever the design calls for, we will try to
implement
KenP> it is needed to move the story along
DanF> But we're focusing on combat, and don't intend
to do a mini-movie
Arbadacarba> Is there going to be any Overview
planning before you begin a mission
DanF> You will be able to do that en route
Arbadacarba> En route? What kind of interface?
DanF> it's still vague at this point, but your
starfury will have an on-board computer
Arbadacarba> WILL the game support H3D glasses?
KenP> i saw a very cool set last year at e3
KenP> i would love to support them
Arbadacarba> Will there be a noticeable
performance/tech difference between different versions of
the same starfury. Say the BlackOmega vs the Aurora
DanF> yes, but not enormous differences
KenP> we will stick with what the show has
Arbadacarba> I'm sure to be lynched if I don't ask
this: How is the Mac discussion going?
KenP>
oh boy
Arbadacarba> Sorry
KenP> i'm still in discussions about this and the
Sony, Nintendo stuff
DanF> We're writing the code to allow ports as easily
as possible.
Arbadacarba> will you be getting any of Ron Thornton's
Lightwave models for use or will you have to start
modelling from scratch?
KenP> we are getting all of our models directly from
Netter Digital (the show)
KenP> using Lightwave
KenP> for those ships that we have had to create, we
have had Netter Digital's designers working on them
Grinner> Using Lightwave or something else?
Arbadacarba> How many players at once are we looking
at for multiplayer?
DanF> I'm looking at 8 simultaneous players (sp)
Arbadacarba> Since as you said "at some point you
begin to lose detail", wouldn't Detailed Textures
fix this (a la Unreal)? The closer you get to objects,
the more detailed they get, rather than less (which is
the norm now).
DanF> The scale of objects in unreal is not as great
as looking at B5 or a Minbari cruiser
DanF> a wall is usually about 6 feet high
KenP> the station is 5 miles
DanF> ok, more than that
Arbadacarba> Will dogfights be mostly just ships and
empty space, or will there be a lot of junk, construction
rigs, bits of half-destroyed craft etc floating around to
hide behind, dodge, and otherwise make use of?
DanF> You'll be able to hide around cap ships, in and
out of hyperspace, etc. Debris will exist as well
Grinner> Large pieces or just stuff that is eye candy?
Arbadacarba> Will there be debris from large ships?
DanF> yes, but it's lifetime will be limited.
Otherwise the computer would bog down with millions of
parts to maintain
KenP> depends upon what blew up
Arbadacarba> Do you intend to release the game in
other languages than English ?
KenP> oui
DanF> narn, centarui, vorlon..
Arbadacarba> What Languages?
KenP> we have our own localization division that
specializes in this
KenP> i am talking to WB international about making
sure all the actor's voices are correct
Arbadacarba> WILL there be an Eject option? and if so,
what will happen
DanF> yes, there will be an eject option. Get out
before its too late or your character will die
Lorien1> and then what will happen to you when you
eject ?
DanF> Nice third person camera of the event, and then
cut scene of back to safety (current plans)
Arbadacarba> So no plans to make us wait for rescue?
DanF> I don't think that would be too much fun
Lorien1> or limit the times you can eject in a game?
Arbadacarba> Is jms actually scripting the missions
and how the game works as well?
Grinner> Or how many Furies you can lose.
DanF> I don't know... it would affect your progress in
the game though
Lorien1> yes - and make it harder:)
DanF> ;) agreed
Arbadacarba> Is jms actually scripting the missions
and how the game works as well?
KenP> Joe has created the outline, and Randy and
Christy are doing the actual dialogue (with Joe's
approval)
DanF> We've done the game play design here, with JMS's
approval
KenP> I go down to visit joe at least once a month to
show him where we are and what we have
Arbadacarba> Will the controls and cockpit HUD be
completely configurable (ala Freespace)? Will advanced
controllers like Sidewinder 3D and multi-axis throttles
be supported?
DanF> We will be supporting user configuration.. It
sucks to have to use someone else's idea of a good
interface
Grinner> How has the problem with keyboard macros
going?
Grinner> running out and such
KenP> hot keys?
Grinner> yeah.
DanF> We haven't had a big problem with that...
KenP> a good joystick will handle most of the standard
stuff for flight
Arbadacarba> So you won't be needing macros for BFM.
Arbadacarba> Will you be using shield in the game?
DanF> We'll stick to canon as much as possible. EA
tech has no shields, but some have organic hulls (self
healing)
Grinner> Any ideas on supporting OpenGL?
DanF> We will support D3D and Glide, hopefully we'll
get OpenGL in too, but i'm not 100% sure about it now
Arbadacarba> For those who haven't seen it can you
describe the inertial model you used?
KenP> the inertial flight model will be a toggle. you
can toggle it on to take advantage of frictionless flight
Arbadacarba> But even with the toggle off you turn
because the engines fire to make you turn.
DanF> Otherwise, the on-board computer compensates for
changes in direction as quickly as it can
DanF> in a newtonian model
Arbadacarba> Will cap ships actually explode, sit
around dead like in WCP? If they explode, will their
pieces hang around for the rest of the mission and be
obstacles to avoid?
DanF> Cap ships will actually explode, but missions
are not so cut and dried as in other games
Arbadacarba> At the end of battle will we be able to
dock our fighters?
DanF> Yes, you can dock whenever you want, not just at
the end of a mission
Grinner> Will you fly into a docking bay, or is it
automated?
DanF> you can dock yourself or let the autopilot do it
Arbadacarba> How is hyperspace going to be done? Will
there be any actual gameplay in Hyperspace?
DanF> just like in the show. lots of gameplay will be
in hyperspace
Grinner> How is the Hyperspace effect going now?
Perfected?
DanF> We've started on it, but its not done yet
Arbadacarba> Will the ships have the wireframe display
in the targeting computer as in the series? MechWarrior 2
had something similar, and it looks great (and very
useful) in the show.
KenP> it is on our list of priorities, but it will be
very difficult to fly using it
KenP> or target
Grinner> What are your current plans then?
KenP> we are trying to find a good way to make this
work
Arbadacarba> how many missions will there be?
DanF> We don't know.. It's not a rigid system
Arbadacarba> about voices. Will we actually hear a
command given to a wingman. Like 'Alpha 2 & 3 break
right, 4 & 5 with me'.
DanF> Certainly ones meant for you, I'm not sure about
local group chatter
KenP> i always hear voices
DanF> use the force luke!
Arbadacarba> Will we be able to make video recordings
of our missions? What about an in-game screenshot
utility?
DanF> yes to both
Arbadacarba> Will AGP texturing be supported?
DanF> yes, if you have an AGP card :)
Arbadacarba> Aw Dang I wanted them without it. ;-)
What kind of systems will you have to communicate with
the other people on your side? (I mean AIs rather than
other human players)... will you be able to give them
complex orders?
DanF> It depends on their rank...
Arbadacarba> When/Where will the game be set? During
the Shadow War? Before? After?
KenP>
beginning of fifth season
Arbadacarba> Two Words: "Splash Damage" will
it happen if too close to exploding objects?
DanF> Yes, especially big explosions
Arbadacarba> Will multiplay be available between the
different language versions of B5 (ie. American version
playing against French version)?
DanF> I don't see any problem with that
Arbadacarba> What type of Beta stage will you have ?
KenP> still looking into this
Arbadacarba> Are you considering expansion packs for
other races?
KenP> we are looking into expansion packs
DanF> but most of our effort is being put into the
game now
Grinner> Thanks to all the guys for coming. Many
thanks to all who attended
KenP> thanks for the opportunity!
DanF> Thanks!
Arbadacarba> We appreciate your time and effort and
hope we can do this again.
KenP> see you on the forum
Arbadacarba> Of course
Lorien1> thanks !:)
*************
We would like to thank
Ken and Dan for sparing us the time for this interview,
and look forward to host the next one real soon. Special
thanks to Monika Moulin for helping us setup this
interview, and to Michael "Grinner" Lu for his
help in running the show.
An edited
clean version will be posted here during the weekend,
which might be easier to actually read.
|
|