Duke4 Q&A Part2
Q: PLEASE Don't release this game until it's finished and is as bug free as is humanly possible. Take as much time as is necessary, and don't bend to outside pressures from Publishers or even the rabid band of nastys on this message board (of which I am included). ;-)
A: We won't. We have zero publisher pressure to ship the game, and have total control of when it does ship. We don't want to release it before it's "fun" and as bug free as possible. We don't want 10 patches after release either, but some are unavoidable with as complex as games are now.
Q: Um, I remember them beginning work on this game right around when Quake 1 was released. I just don't care anymore.
A: You remember wrong. After Duke 3D (May 96), we did the add on called Plutonium Pak. That took us to the end of 1996. In 1997 we brought a game that was originally in production outside of 3DR (Shadow Warrior) in house and finished it up. That took until Sept 1997. Although we licensed the Quake 1 code in May 1997, we didn't officially start the game until about Dec 1997 when we had hired most of the team. We then worked for 3-4 months on the Quake 2 code base and went to E3 1998. Came back and switched to Unreal in July 1998 and that puts us where we are now. A little history for those of you that care ;)
Q: You were talking about motion capture with polygonal specific damage and reaction. Ahh, did you do motion capture on your strippers? Did you nab one of those exotic dancing chicks, slap on the motion capture wiring and let her loose? Heh. Just curious. :)
A: Yes, we will be motion capturing real-life strippers ;) Yes, we'll just hook em' up to the suit, play some music, dim the lights and capture away, and away, and away...
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George, can I come work for 3DRealms?