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Interview with Jamie
McNeely of StrategyFirst Part 2
Interviewer: Steve
Lieb
Jamie McNeely, Executive Producer, StrategyFirst
1)
Looking at the screenshots, the "carrier destroyed"
one especially strikes me as very Babylon5-ish.
Same with the 4-engine fighters. Since the (disappointing)
cancellation of that much-anticipated game, any thoughts to maybe
offering almost immediately a mod based on that series?
There were (at least at the time of cancellation) a boatload
of disappointed fans.
You’re
asking a lot of us! J
For the next few months we will continue to put our full efforts
into O.R.B. in order to get it done.
Leaving
copyright issues aside, this is one of the major reasons why the
development team designed the game to be modifiable. When O.R.B.
ships it will be the sum of the development team’s creative
vision. I am really looking forward to seeing what others can do
with the game system we have created. I hope that they can take it
to places we never thought of.
2)
You
talk about importing custom meshes into the game - that's very cool,
and a wise thing to enable. What
sort of per-ship poly limits are you expecting?
It appears that the ships are currently pretty boxy, but is
that more a result of engine-limit or artist/developer time limit?
What about scene-total polys?
I guess I'm trying to figure out where this engine lands in
the rendering department – how many polygons typically come from
your average asteroid field and how would this have an impact on max
number of ships in 3d view? How
does the engine handle curves - better than, say, q2? I'd vote for
EMBM, since it a) is relatively easy to implement - just another
texture pass, basically. b) looks very cool, and would add realism
to the asteroids especially without a performance hit. c) is
supported by my Matrox g400 :) I'm not sure how hard it is to
implement in the rendering, but dynamic lens flares in space games
seem to really make the games look a lot, well, sexier.
There
are currently no in-game restrictions to the number of polygons a
ship can have (typical models have between 150 and 2000 polys).
All units of a given race follow a particular theme.
We wanted to make sure that all races were as different as
possible so it would be easier to differentiate them from one
another. The fact that
some of the Malus ships are boxier is because they are more heavily
armored and slightly lower tech than their Alyssian counterparts.
There are also more advanced races in the game that have much
sleeker designs and a completely different look.
There
are no limits the amount of polygons displayable in a scene since
the engine was designed to be entirely scalable.
A typical scene with absolutely no optimizations can very
easily have more than 50000 polys.
Currently, with all optimizations enabled, this number hovers
around the 5000-12000 polys range.
There
is an in-game squad system that limits the number of smaller units
that can be built. Furthermore,
units past a certain distance can be set to be iconized thus
reducing the overall number of polygons in a given scene.
The engine handles curves much in the same way any other
upcoming 3D space sim/RTS engine does ;).
Although
EMBM is a very nice feature, we are sticking to our plan to support
features common to the broadest variety of D3D compatible cards. It
would be a considerable art effort to make all those bump maps for
the 100 or so different meshes in the game. On a more positive note,
dynamic lens flares as well as planetoid shadowing are supported.
3)
Ship
to ship or ship to base ramming - legitimate tactic or trollish
nonsense?
We
have implemented ramming and “kamikaze” style attacks for all
units in the game as a tactic, but whether we include it in the
final version is yet to be determined.
4)
Weapons
- what sort of weapons will there be?
I'm assuming missiles and beams, but what about guns, mines,
captor mines, etc.? Ground
(er, asteroid-) based defenses?
O.R.B. features
multiple weapon types. In the screen shots we provided you can see
that the most predominant weapons are energy weapons – beams and
blasters. Fighters tend to carry blasters and capital ships tend to
carry beam weapons.
Some
fighters and most capital ships also carry missiles. Fighters carry
only a limited number of missiles that must be replenished by
docking with the spaceport, carrier vessels or asteroid bases.
Missiles on capital ships are limited by their slow rate of fire. We
also have torpedoes in the game. Torpedoes are significantly more
powerful but move slower than missiles. They are excellent for
taking out installations like asteroid bases and spaceports.
Mine
layers may be used to create minefields. Minefields are difficult to
detect so they can be used effectively in a defensive role or as
part of an ambush.
The
“ground” defenses for installations like mining platforms and
bases are turrets that are towed into position. Once in place they
are geo-stationary relative to the body they are defending.
As
for the rest of the weapons, we still have some surprises to reveal.
;)
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