Like Tim said, the squad in Quake 4 is totally about meeting and getting used to different people, so it ends up being your story along with their story as you go through the game. It really adds depth to the story and context for what you're doing and why you're doing it.ĮB: We wanted to give players a lot of story beyond "going around and blowing things up." That was one of the main reasons we decided to add the squads. You have these familiar guys that you'll see and interact with throughout the whole game. So, you're not just in a squad with a bunch of redshirts, you're actually part of a squad. What we really wanted to do in Quake 4 was to make your squad, which is Rhino Squad, consist of unique personalities. Different squadmates, like the tech marine and the medic, will give you armor and healing. Basically, you'll have missions where you may have to escort or protect a VIP, meet up with your squadmates, and so on. But we wanted to make communication with your squadmates straightforward and intuitive. You're a guy who is taking orders, not barking orders. Tim Willits: You're not a squad commander in Quake 4. GS: Can you tell us about the way squads will work in the game-how in depth will players be able to get when playing in a squad? How in depth are squad tactics being modeled in the game (will there be actual fireteams with assault, support, medic, and sniper units)? There is fighting outdoors, both on foot and in vehicles. Jim Hughes: We've got a pretty healthy variety. We have a pretty solid mix of indoor and outdoor levels, vehicle levels that keep you outside for a while. GameSpot: Can you go into how much of a split there will be between large outdoor areas and indoor corridor and hallway environments? Is Quake 4 intended to focus on one or the other (being an outdoor shooter or a corridor crawl)?Įric Biessman: We've been trying to get a lot of diversity. Raven and id Software are working on the next game in the Quake series. We sat down with Raven project lead Eric Biessman, Raven lead designer Jim Hughes, and id Software lead designer Tim Willits for more details on the game. The new game will actually be a continuation of 1997's Quake II (alien invasion and all), but it will have an enhanced version of id Software's powerful Doom 3 technology behind it. It's now 2005, and publisher Activision and developers id Software and Raven Software (a longtime collaborator with id) are now hard at work on Quake 4-the next game in the long-running shooter series. Quake (1996) let you not only fight a whole new set of enemies in full 3D, but also let you play against other players over the Internet (with a little jury-rigging, anyway). Doom, released in 1993, was the best first-person shooter of the time, letting you charge through hordes of monsters at blazing speeds. So I've been tweaking f, fixing the numerous errors that pop up in the console.ĮRROR: Joint '' not found for 'head_joint' on 'player1' which appears after loading a map.First-person shooters let you charge through environments, blasting everything that isn't you. I've put that aside for now, and I would like to focus on the basics first, which is crafting a fully functional main script and player model definition. Some of the world models are correctly textured and everything, and I can even pick them up, and see a (mangled and untextured) view model of the gun, with animations. It's still a bit early to show screenshots and such, but I already have all the weapons defined, and I can spawn them in-game. In some cases, this appears to work - I mean, parameters aside, the d3 and q4 shotgun work the same. For example, Doom 3 requires weapon scripts, but Quake 4 doesn't have them - it has this functionality hardcoded in the library instead (which, apparently, is officially recommended by Carmack, for performance reasons). The main problem is that the file structure is slightly different. It certainly has been educational thus far, but it isn't as straightforward as I hoped. The secondary goal is to have the mod import these assets directly from /q4base, so it won't piss Raven off, and can be distributed. My primary goal is to get the character models and weapons up and running. I've spent the last couple of days working on a Quake 4 mod for Doom 3.
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