Chat Event Log
 
 

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.

 
Last Update : Wednesday, 24th of June, 1998 9:50pm PST

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