Striker, on 12 August 2019 - 03:47 PM, said:
This is precisely why I was skeptical. While most of this is Atari's fault, it's also Stephen Kick's for willingly signing such a short contract, not to mention his existing track record of abandoning projects (Like with Turok 2, which still has some rather serious bugs yet to be fixed, and missing a lot of the features Turok 1 had, like Workshop support, and missing even basic file transfer support for mods on servers). Gotta get that quick nostalgia buck I guess. Honestly feel bad for Kaiser; The dude is a great guy and works his ass off, but ends up ultimately taking the fall if things don't pan out.
It would be cool to put the blame on Kick simply because I very much respect Kaier's work too... but if you look into places like the KEX Discord it's pretty evident that the KEX team didn't handle this project well. They underestimated how messed up Build is, how much of the engine is part of what Blood is and that bit them in the ass.
Here's another quote from Kaiser on what he said after someone asked him where Blood could have more longevity, on KEX or on Build:
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if done right, on Kex. Problem is that I also avoided using any BUILD code at all. That was my mistake. The second mistake was failing to understand the clockrate/tick rate of BUILD. Originally, the logic that I reverse engineered was running at 2x the speed in Kex, so everything had to be scaled down. I should of researched more on that rather than just scaling everything
I hated BUILD's collision code so much that I didn't even think twice about the impact it would cause when I rolled out my own
if I am ever given the chance to revisit FS. I am going to add an option to switch between collision modes
Also: it's seems like that most of the inaccuracies and bugs in the launch version and from the stuff that's remaining is caused by the game not running on that duct-taped, weird ass version of Build Blood is using. Like here's why the tesla gun fired five shots at launch instead of four:
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it was a bug in the original game. The trigger to fire a tesla was at frame #0 and apparently, the original game would invoke that trigger again when the animation finished. Like it wrapped around before stopping the animation
which resulted in that extra tesla shot
So I'm not saying that we should hate on Kaiser or anything (I mean he went to QuakeCon and even there he fixed a few FS bugs, the man is a legend) but they messed this one up. I just hope they'll have the opportunity to correct their mistakes.