Question: What IS Shadowbane?
The Goal - to Build an Alternate Reality
Most commonly, people will describe Shadowbane as an online game -- which seems natural, of course, as most of the technology used in it's creation is a direct result of recent advances in technology from the Gaming, Internet and Broadcast Entertainment (Television and Film) Industries.
Of course what you guys care about are screenshots though right? Well here are a couple of images below for you to check out that I thumbnailed, as well as shot3 and shot4.
Also speaking of bigass online multiplayer 3d games, Brad McQuad of Verant, the producer from EverQuest has updated his "producer letter" with some word on the EverQuest expansion pack in development that will be showing at GenCon.
Unreal Tournament promises to keep gameplay fresh by including several play modes. These include classics like Deathmatch, Capture the Flag, Last Man Standing, and new variations such as Assault (like team Team Fortress), and a team-based mode called Domination.
The Linux Kingpin dedicated server is now available. This is considered a BETA release, although it may not be marked as such, we have only tested it for about 16 hours on a half-dozen servers. There are currently two packages available.
Dedicated server PACK. This includes all maps and player models required to run a dedicated server only. (10.5mb)
Intel386 Linux glibc 2.0.7 binaries. (0.5mb)
Make sure to read the kp_linux_readme.txt for installation and usage notes. Please report any bugs to me asap. I'm new to Linux development, so be as informative as possible with any reports.
The landscapes we're working on don't really classify as a special effect, but they will be pretty impressive. The E3 demo we did really only was the beginning. Things that helped the landscapes look good were volumetric fog, the water reflection, and detail textures. The scale is also pretty staggering. We are going to great pains to not have a fog-clipping-plane thing in our terrains :)
Billy's Question on Q3: Since you don't really have a time frame of when Q3 will be done ("When it's done, dammit"), are you planning on doing anything else to the engine, as far as visuals? Also, any word on 3D audio support, last I heard (from Brian, way back when), was that it was still up in the air.
John Carmack Responds:Most of the work now is optimization, and trying to get everyone to utilize the features we already have. The latest levels look tons better, but it is due to better texture and geometry use, rather than new features.
3D sound is still not implemented.
John Carmack
4. Are there any plans in the works for you to aid Valve in developing their own proprietary engine?
Someday in the future, a full proprietary engine may emerge. The current "Valve" engine has evolved quite a bit from the Quake engine. Valve has spent over 3 years enhancing and modifying the original source code. There was a lot of Valve in Half-Life. :) TF2 is a further modification and I think gamers will be pleased with the result.
I also like to think of myself as the Special Effects programmer for WoT. I've added a few of the cooler features (IMHO) to WoT. Such features include weather effects like the rain we showed off at E3, and a generalized particle system that we use extensively throughout WoT -- from the ter'angreal effects to campfires to healing zones. I also added the ability to leave scorchmarks and bloodsplatters on surfaces throughout the levels. This increases the player's immersion level by making them feel like they're really affecting the level around them -- many times, it's the simple things that make the biggest impact. Such effects usually stem from one of the level designers coming down to my office and saying, "you know what would be cool...", and shortly thereafter, its in the game. I provide the toys, and the level designers use them in their levels.
There are companies out there that take a popular game and remake it with only cosmetic changes. Human Head is *not* one of those companies. With RUNE we are trying to push the envelope by exploring new modes of gameplay and expanding in new directions. Personally I liked Tomb Raider and Heretic2, but their major flaw was that the weapons were mostly ranged or area effects. I know that a lot of people, myself included, played Heretic2 using only the melee staff, which was uprgraded several times through the game. There was something very satisfying about running up to a creature and spinning around and slicing them into chunks. For me, the great lesson of Heretic2 is that First Person games are better for aiming ranged weapons, and Third Person games are better for Hand to Hand combat. It is with this wisdom that we are creating RUNE. We want to take that awesome feeling of power that we all experienced with the staff in Heretic2 and expand it into a robust combat system with many different kinds of weapons. In RUNE, the Viking RAGNAR *is* the weapon: Each weapon he picks up will have it's own special attack that will be refelcted in RAGNAR'S animation. RUNE isn't a "poke and run" type of game. The combat will contain a great deal of complexity, through a very simple set of controls.
When a company like Epic or id Software builds a 3D engine, we do it with the expectation of it powering games that sell a few million copies, between our games and licensee projects. We make money from each one, and that realization drives investment in making more and better tools. This gives our engines a price, performance, and feature advantage over "in-house" engines made specifically for one game, and over less-capable engines designed for niche markets. We amortize our R&D investment over ~10X more units sold. This licensing model has already proven successful with mainstream game developers, but now it's starting to overflow into non-game markets too. We have this great 3D engine, why not use it for your architectural walkthrough?
First, the response to Kingpin Deathmatch and Teamplay (BagMan) has been great. However, this has caused a severe shortage of servers, so I have been working feverishly on the linux dedicated server port, which I'm happy to say is ready for small-scale testing.
<snip> Hopefully this first stage of testing will go smoothly and if so, the linux server will be just a few days away.
I have no idea if the fixes work as I haven't got my hands on Kingpin yet.
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