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Herb: Nope. I
doubt you’ll recognize anything but the engine.
Even that seems somehow different with the way we’ve been using it. Is there a strong
story that holds together the game? If
so, who is the main protagonist in the game? Herb: The player is a Gunman: They represent the law in the
frontier, and protect the population from whatever threat might arise.
We’re treating the player more like Half-Life did with silent Gordon than how
3D Realms did the character of Duke Nukem. The customizable
weapon feature sounds exciting, almost like the potion and trap combinations
in Nox. How will players trigger
the different modes of the guns in the game?
Can you have pre-set combos? It's
a great idea, but I worry that you won't be able to properly adjust the gun's
variables during heated combat. Herb: It’s a very simple system that can be done on the
fly. It works well even in multiplayer battles.
In single player, I generally check out a situation and think about
what weapon setting to use before I dive into battle. However, it is possible to bind settings to a key for those emergency
situations when something big jumps out in front of you.
What message does
this game send to the MOD community in general?
Is Valve looking to take other MOD projects under its tutelage or do
you see this as more of a one-time deal? Herb: I’d expect that if a mod were good enough, they’d
have an interest in helping it to succeed...regardless of whether it’s a commercial project or a free download. With the team now wrapping up Gunman Chronicles at Valve,
what's next? Are you just
temporarily at Valve's office, or do you plan on staying at Valve as employees
after this project is completed? Herb: Rewolf will go forward with another project.
We have some challenges in that we’re a multi-national Internet based
company, but I think we’re on the right track.
And there’s a good chance we’ll be working with Valve on future
projects. |
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Copyright 2000, Ola Balola LLC. |
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