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 Universal Combat: A World Apart Interview - interview
(hx) 09:20 AM CEST - Apr,04 2005
Computer Games Magazine has conducted an interview with Derek Smart of 3000AD talking about Universal Combat: A World Apart, the upcoming and latest game in the space sim series. The game is slated for release in May 2005. Here's a slice:
Computer Games - You are throwing in space, planetary and foot combat into A World Apart, and you have ambitious game designs that most developers won't even touch. Are you worried about diluting your work by throwing in too much into the kettle so to speak?

Derek Smart - No. If I was worried about that, I wouldn't be doing it. John, you're from the old school and I think that over the years, you know my style: I don't care about what people think. Its my game - I'm the one funding its development - I'm the one calling the shots. So, I can do what I bloody well like and have no regard for those who think they know whats best for me, my franchise properties or my fanbase. Only I know that and I think I've proven that time and time again. There's a damn good reason why I'm still in business when all around are falling by the wayside. Its because I stick to my vision and make no compromises for same. Devs who lose their way, are those who lost the vision. Lose the vision and you lose the fanbase. Lose the fanbase and you've lost the farm.

Case in point, when I decided to add first person combat to the series in Battlecruiser Millennium back in 2001, everyone who wasn't a fan of my games, said that it bloated the game, that it was just tacked on etc etc. To me, it was just another feature that took me one step closer to my ultimate vision of an all encompassing game. Sure, the first person combat aspect was not as detailed as you would find in dedicated games of that type, but then again those games don't even have one shred of my technologies, nor are those engines even capable of handling the scope of my games. Look around at the websites of competing space sims and you will see most gamers clamouring for something as basic as planetary combat. The same clamouring went on with several now released me-too games that came after BCM. They tried - and ultimately failed - to capture this seamless integration of technologies which provide an all encompassing experience. There are some things even the best of brains, can't copy. You either know how to do it, or you don't. Any car manufacturer can build a car; its the kind of car you build that determines whether or not your car is worth buying.

They think its bloated now? Just wait until 2006-7 when I add full blown first person perspective in ships, stations, bases etc in the next pure Battlecruiser game, current working title of "Battlecruiser Next Gen". We've recently licensed one of the most amazing and all encompassing graphics engine you've probably never heard of, to power it. This is the only middleware graphics engine thus far that doesn't cater to games of any specific genre and was thus selected to lead our graphics march into the future. The end results will blow everyone's mind. Guaranteed. Just recently, my guys completed all the twenty-four fighters and three shuttle 3D cockpits and are now embarking on finishing up the twenty-seven carriers, cruisers and transports as well as the twenty-two station and base models. All with multiple decks and locations in full 3D. In fact, the entire game takes place in first person perspective. It is a HUGE and expensive undertaking, but thats my vision.

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