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Ask Broussard

by Steve Gibson, Feb 28, 2000 4:36pm PST

Well, that Matt Hooper interview went pretty well, so lets do it again. George Broussard (a owner of 3DR/producer of Duke4) was kind enough to agree to answer some questions by you guys. So here is your chance. If you've got questions about Duke4, 3DR, or whatever else you wanna ask GeorgyB just post it in the comments. Feel free to pick whatever topics you think George will answer. He'll pick through these later this week (after I sort out the spam) and answer you guys. I'm sure George has some opinion on the engine wars, internet play, etc etc.





Comments

176 Threads | 176 Comments






















  • George:

    1. will there be one of those train levels, if so is it possible to have a multiple animation level so instead of constantly going straight u could have a timer which throws the level on to another animation so it looks like the train turns or goes through tunnels or goes up/down hill?

    2. will we be able to shot through certain objects with certain guns?? ie shot through weaker aliens with a shotgun, or shot through a door with the desert eagle.

    3. as the first guy said will there be a little video!! i mean like it doesnt have to be good! make a video of a level with nothing in it!! just the level no duke no aliens no flying thing, just the level too show us how big and how good quality they r and it could be a multipla map too! :)

    4. is the plot finished? i mean u guys just coding, making models, making art, making sounds/music, making levels??? and will the plot make u wanna play like a mad man? HL was very innovative but there were many flaws in HL! :)

    5. u guys rule i hope it turns out great, still i\'ll buy it anyway! :)




  • George:

    Here are a couple of questions I hope you can answer about DNF:

    1. Will the city levels be big? Big meaning, will the level have dozens of city blocks with dozens of buildings that the player will be able to enter and explore? (I hate FPS games that have city levels that consists of a 2 * 2 city blocks with only one or two exploreable buildings)

    2. The Quake engine DNF video released during E3 had a scene in the video with Duke on the back of a truck rolling down a highway while shooting at aliens on other trucks. Will this TOTALLY AWESOME board still be kept in the UT engine version?

    3. The halos created in UT are WAY over done. Is this fixed in the modified UT engine?

    4. With the major focus primarily on single player (which I totally like), how will the replayability factor of the game be? What I mean is, if I play the game with an awesome story line, what will make me want to go back and play single player again when I know how the story turns out? (Will there be multiple endings?)

    5. Is Megadeth still doing the music for the game? (The song from the DNF E3 video kicked A$$!!!!!!)

    6. Will there be any videos of the game at this years E3?

    Thank you for your time!


    2.






  • George,

    The Duke4 team is in the unique position of having licensed both the Quake and Unreal engines for the same title. I remember reading that you still had to pay id a licensing fee, even though you abandoned their engine (I don\'t know if you had to pay full price or not . . .). Two questions:

    First, have you incorporated any quake code into the unreal engine? How much of what you learned using the quake source has been carried over and used with the unreal engine?

    Second, since you paid for a Quake engine license, do you still have the rights to release a game based on that engine? Is you license transferable? If so, I\'ll give you fifty dollars for it :)

  • Here are some things that I donÂ’t like in FPS games. Please tell me if any of those present in DNF.

    1. In Unreal weapons arenÂ’t good, their damage is too low and they didnÂ’t have that feel. (Weapons were fixed in UT though)
    2. In Unreal sounds are either awesome (ex. RazorJack and some environment sounds) or extremely horrible (ex. BioRifle)
    3. This one is kind of important one. In Unreal there is no monsters or secrets count after I finish a level. IÂ’m that kind of guy that likes to explore everything and kill everything but in Unreal I have no idea whether I accomplished everything or not. ItÂ’s driving me crazy. Also the fact that I canÂ’t go back between the levels adds an annoyance to it and thereÂ’s no indicator where level ends. (Please donÂ’t tell me it adds a replay value it doesnÂ’t). One time I found secret with health in it. I had 100% health so I decided to keep going and if I need some IÂ’ll come back. I ran into bunch of monsters, fought them off then decided to take a look in a corridor in front of me before going back to pick up health and yes, you guest it the level ended. So here IÂ’m no health and I canÂ’t go back.
    4. Items and weapons. In Unreal and UT you have to run across an item or a weapon so it’s exactly in the middle of you otherwise you won’t pick it up. This just sucks. Can you please increase the radius that weapons and items have so I don’t have too run exactly in the middle of them? It adds lots of frustrations when you thought you’ve picked up a weapon and you’re trying to switch to it in the middle of a battle only to find out that you don’t have it. Words “WTF??” coming out themselves.
    5. Please no stupid bounce and accelerator pads. This is not a Mario game. Also look at the Q3A on how not to make DM levels.
    6. I donÂ’t like when it takes to long to finish a game unless IÂ’m very satisfied with the end product. The longer the way the more satisfaction needed.
    7. Half-Life final alien world sucked ass. It just did. So make sure nothing like that happens.

    Ok thatÂ’s it for now I have more dislikes and way more likes. So may be IÂ’ll write and email to you when IÂ’ll have time.

    Thank you George for your time.