My personal
plans now are to catch up with the University since I was missing out
way too much ;), but I don't think this is what you actually want to
know. As for the SST based stuff; the next thing is setting up a
little package that will help all those potential SST usermappers out
there to make some of the most amazing maps to date. :) With this
release; SST hysteria just started -- Starship Troopers TC is more
than a TC; it's the first project that is planned for USER map
building! Yes; it's packed with tons of configurable features; which
is a feature itself that costed me a lot of time and nerves; but now,
you can do whatever you want and more in this TC. Some of the
incorporated effects were not even featured in the game; and there is
at least 150 unused textures that wait to be explored and used. Expect
even more, as we have lots of other secrets and surprises up here...
And once it's time, SST TC v2.0, "Xenophobia", an EDuke release with
more weapons, better AI, working bots i.q. will hit the public. With
more user mapping excentricity of course!
2. What new projects
can we expect from Bgame in the future?
With the SST
TC finally where it should be, in the public, and with EDuke comming
out, Bgame can look into two projects (yes, two) that will be built
simultaneously. Unfortunately, I cannot speak about the first to hit
the public as I haven't agreed on public statement with the leader
(and starter -- this is a project that has full Bgame support but I
didn't give the idea out; it's my cool team members who initiated the
thing) of that particular project. We decided not to repeat the error
with SST TC and announce it way too soon... I will say however that it
will surpass SST TC in both the size; and features. I will be working
on the code of this project and some usuall stuff: the site; some SP
scripting, the story and so on. The other project is The Beast; my own
pet project; and actually it will be the main Bgame project of all
time; hopefuly made in cooperation with some killer names in Duke
community. SST TC was my learning and experience gathering pool just
for this project and even if it sounds unbelievable; Starship Troopers
was simply a - test of skills and public gatherer. I hope people know
about the name "Bgame" enough now to actually know what to expect from
us in the future. When I'm at it... ...To finally end the long-running
talks. Some people flamed us for riding on a back of a popular movie
(SST) and it's hype to create a TC; accusing us that it's not a
challenge to make a popular TC that way. First of all; they are right
about one thing. I've opted for SST just because I liked the movie,
knew it's a great TC material and that it has potential. I also
expected a fairly large fan public to be attracted and isn't that all
that matters. With all this in mind, I dared to try the name "Starship
Troopers" for size. It was far from easy however. Making your own
world is not a big problem; but replicating an existing universe is
*damn hard*! SST fans wanted the best; there were no workarounds
there. However, now we have a reputation that will allow us to build
our own projects, our ideas, our own universe, and not die out like
many fine TC's do because people don't recognize it. That's the whole
thing. Some people can be jealous or not like us; but my projects can
live without them. They can't without fans though.
3. What is "The Beast",
and what is it about?
Past the
rumors, this is the first time I speak open about The Beast; so you
can call it exclusive info. :) The Beast is a 3D adventure/shooter
game build with a Bgame twist so it's like nothing else seen before. I
have commercial plans for it; and if all goes right; it will be the
first Bgame project with real sponsors and producers behind it.
Currently it's in very early stage, and I am using Build engine only
to test ideas. Unless there is no interest in supporting us for any of
the names in the industry, it will be a free TC (or build game based
on the just released source); otherwise it will not be a Build engine
game. The Beast is not a 3D shooter; although it has all of the
components. It's a horror game with some fantasy, some madness and
even more controversy; but I'll shut up for now. :) Don't want to jinx
it.
4. Were you suprised on
how well SST TC was recieved by the public?
I expected and
prepared for a hype; but I didn't expect what happened -- no one did.
On tuesday (20th) morning I've posted a small bit of news in the
forum; explaining that the TC is in the final stages of testing. I was
sure that will bring a few more visitors and raise the atmosphere; but
the atmosphere apparently started dripping metal as few hours later
the forum doubled in posts... I didn't know what SST fans are capable
of doing. There's nothing greater than to see people liking what
you've done; and I can say now that those two years of development
payed off in what I saw. Everyone, including me; lost their "cool"
these last days; it was a rollercoaster ride and it's a thing to
remember. We made a cool thing. ;) It's a great gift from everyone for
my 20th birthday tomorrow.
5. What was the
toughest part of planning and producing SST TC?
The toughest
part; without any doubt, was dissappointing the fans over and over
again with delayed releases. Even when those were not my fault; it
doesn't feel right... and excuses don't cut it. Apart from this; the
actual building of the TC got stuck at maps. With more than regular
changes in the code format and actor configurations, the maps were
re-build over and over again... A lot of bugs, sweat, nerves, nights,
cigarettes and cofeine went into it and I probably am hearing impaired
now from the loud music that helped me think ;). I eventually had to
drop two maps out of the final project. Hope the fans will make up for
it. Oh yes, getting v1.4 to work was an effort of it's own; not
completely successful at the end; but the game will run on v1.4... in
DOS ;).
6. Is
Bgame looking into other games for future TC's, such as Quake 3 or
Half Life?
Quake 3 does
not appeal to me all that much so I won't talk about it... I didn't
like none od id's shooters for too long; they had the right engine;
but other teams always did better stuff with them. It's my personal
opinion though. Believe it or not; EDuke will be the only thing we
will make TC's for; Build Source is not for me as I find greater
turn-on to modify existing than code the new stuff in. Anyone with
some C knowledge can do that. Duke will be able to do some crazy
stuff; and as a fairly experienced con hacker I can announce features
and AI's that will bring even RTS to shame... Duke Nukem Forever is
actually Unreal; and since I didn't bother with Unreal editing before;
with my limited time now I'll never learn in's and out's of DNF. I'll
always be just a DNF player... ;) Leaving it to those who know what to
do with it is my attitude. If I can't be among the best; I don't
bother. Our new games, real standalone games -- if any -- will
probably use Half-Life (Quake modified) engine... or something like
that. ;) I'll find the time to learn what I need to.
7. Is
Bgame planning on building a homepage with all information for current
projects and etc.?
We had one a
year back; but it wen't down due to lack of free time. I am planning
to set up a new one in the near future. Still need to look for a good
host. ;)
8. When
can we expect so see some screenshots and more information for >Bgame's
upcoming projects?