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As always, please post any comments and feedback you might have in the poll thread, gracius!
I'm sure many mod teams would like to know, how did Killing Floor strike a deal for retail?I was hanging out on RO's (Red Orchestra) IRC last October asking questions like, “how the hell do I port KF to RO guise”. Around this time Red Orchestra was the first non-valve game to host steam mods and I thought it might be a way to extend KF's life. At the time, I wasn’t feeling too optimistic about the future of the mod — the fan base was pretty small. I ran into the mighty “Rammjaeger” who (and this confused me because he was willing to talk at length to a complete stranger about random mod porting) was the president of Tripwire. Funny thing is, I was pretty dick-ish about the whole thing and I basically just dumped KF on him and let him do the entire port job for me. Thankfully, he didn’t just tell me to piss off and do it myself. I would have probably told me that. Long story short, in the process of porting he played it and showed it around the office. There was a general consensus that it was a fun mod and something they wanted to do more than port. The rest is history. Although I still wince when I think about my lazy-ass-ness. Good old 20/20 hindsight.
Did you have to change your attitudes towards the designs of Killing Floor in order to make the jump to retail?
There was an initial brainstorming session where a lot of cool ideas got put forward. We sent them our “demands” and they sent us theirs. It was really fun. Then the reality set in and stuff actually started getting made. That’s when some sacrifices had to happen. Being honest though, there was way more added to the mod than taken out. The basic gameplay remained pretty much the same, but a lot of the annoying stuff was shaved off to make it more widely accessible. Like, you can now use iron sights on *all* the guns, not just the guns that Alex wanted you to use them on. But to answer the question: yes . I had to basically wise up to the fact that I was making a game now and not a mod. Mods can be intentionally oblique, aggravating and they’ll probably be lauded for how hip that makes them seem. Trying that in a professional setting would result in a lot of creative and talented people having to look for new homes around that burning oil drum at the underpass.
Killing Floor launches this Thursday, exclusively through Steam.
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Today's question:
Overall, after everything you've seen, do you think that Duke Nukem Forever could have been transformed into an actual game within the next year or so?
Update: Added a further six pieces, showing human NPCs and Assault Troopers, from character artist Randy Forsyth.
Update: James Houska's put out his own animation and character demo reel:
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