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Have you completed at least 70% of the models?
This is hard to say, as a model can be anything from a prop (like a chair, microwave, etc) to the tons and tons of models that go into the levels as architecture to flesh out a level.
A ton is done. We have hundreds of props that you can place in the world, and the artists just continue to pump stuff out.
Are the majority of your models textured?
We complete them as they go in, so the ones that are done, are in.
Have all the weapons been programmed in and are usable in-game right now?
Yes. In, with animations, sound pass, and final textures. We'll probably add a couple more as we go, and there are some whacky ideas we want to explore, but all the base guns are in and we could ship with what we have.
Approximately how many types of enemies are there?
15 or so, and working on more.
- George Broussard, May 21st, 2005.
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considering there are levels they haven't even started work on yet. Alpha requires that all levels be in-game and nearing completion.
I think there are two levels we haven't started yet. And some others are in pretty advanced states, so it mostly balances out. I wouldn't worry too much about it.
- George Broussard, June 26th, 2005.
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Ok, this is what they?ve written in the small box about DNF:
-Gamestar hasn?t seen DNF, just the desktop icon on the presentation-PC
-some walls in the studio are covered with posters, some weapons from DNF can be seen on them but George turned them around so they can?t photograph them
-they?re working hard on DNF, IN THE NEAR FUTURE they want to build an alpha version where you can walk through the whole game, without enemies and weapons^^
-circa 30 people are working on it atm
-he promised screens, videos etc... for the future and we will see this stuff possibly this year!
That?s all
my thoughts on this: GS has possibly understand something wrong with the alpha version^^
I think they likely misunderstood some casual comments in the hallway, between Prey showings.
I'm not going to comment too much on where we are or where we are going, but I've said in the past that a lot of the enemies are done and in, and all of the guns are in (most to beta levels). But there's more to a game than 10 guns and 20 bad guys. We're working on some of those parts now.
- George Broussard, June 30th, 2005.
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But why did they think you where gonna make a version without enemies and weapons ? That doesn't make sense knowing that you have already made enemies and weapons.
Because things happen when you take conversations from memory and things are flying all over the place. He probably heard something like "we're hooking up all the levels so we can run through them real fast with no guns or guys". All that means is that you lock your geometry and get a chance to stand back and look at it ant think "this is what we want to ship...let's get this all working and cool, and then see about adjustments to lenght, fun or whatever. But this is what we intend to make, barring any serious issues".
- George Broussard, June 30th, 2005.
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................. .................. .................. .................. since how much years???
About 2.5 years since we threw everything out content wise and went forward with a new engine and plan.
Forget everything prior to 2003. It's lost gone, and doesn't even count.
- George Broussard, June 30th, 2005.
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The only thing I can figure is that this is a case of a desire for too much perfection.
That's not it at all. We certainly have very high standards, but the bottom line is that we had some issues and made some big mistakes and that cost us a few years of wasted development. We started fresh in very late 02 (really early 03) and have been on a pretty good pace since then. We are making progress and driving towards something.
This reallly is a case of just screwing up in a cosmic way early on, then just deciding to try to do it right
- George Broussard, September 8th, 2005.
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Could you possible give us an idea how far along the following parts of the game are in terms of pre-alpha, alpha, beta...etc?
The enemies, non playable characters(NPCs), weapons, music/sound effects, levels and multiplayer.
Varying stages from beta to pre-alpha.
- George Broussard, September 24th, 2005.
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We really didn't use Quake 1. When we were finishing Shadow Warrior a couple of guys were playing with Quake 1, while we were waiting for Quake 2 code (late 97/early 98). We didn't really start even hiring people for DNF until late 97, after we shipped Shadow Warrior, and into early 98. We then prototyped some stuff in Quake 2 from Jan 98 until about E3 or so. Then we moved to Unreal 1. The rest is history, long and painful as it's been at times
- George Broussard, November 2nd, 2005.
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I think it'll be out when pigs fly. But it's definitely going well now. Things are together; we're in full production. We're basically just pulling all the pieces together and making the game out of it. There's a lot that's finished. All the guns are finished. Most of the creatures are finished. And as I said, we're just basically pulling it all together and trying to make it fun. We've kind of got all these disassociated elements that make up a game, and you put them together and things happen. And then you just tweak it and polish it until it's fun, and that's kind of the phase we're in now, just trying to make something that is really fun to play and interesting.
- George Broussard, January 31st, 2006.
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Is the development still working well? We all need a simple "yes" to calm us down.
"Yes".
- George Broussard, March 14th, 2006.