Can Anyone Post A Transcript Ofthe Radio Interview
acer_r2
Join Date: 2004-06-04 Member: 29099Members
<div class="IPBDescription">Pretty please?</div> I really don't feel like listening to the interview. Can some one post a transcipt of it? Thanks. Bonus points if intresting points are bold. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Comments
Transcripts would be awesome, it'll help me work with hooked-on-phonics that I'm signed up for.
That's a TONNE of work..
I probably missed something important in the interview.
Maybe you can understand why nobody else feels like accomodating your request.
Maybe you can understand why nobody else feels like accomodating your request. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<span style='color:gray'>Gamesurge Radio Interview by AntiChrist
Flayra
TyrNemesis^
grepdashv
Transcripts by MrRadicalEd
DeFi: Alright ladies and gentlemen! Alright ladies and gentlemen, What you have been waiting for. We're bringing it to you right about now, the Natural-Selection interviews.
DeFi: Here we are. We're here in the interview channel. We're here with Natural-Selection. What's going on Anti? I'll let you take it away.
AntiChrist: Not much, and as DeFi said, we're here with the Natural-Selection crew getting ready to ask them some questions. Getting some questions from you guys. So we will relay on to them, and they'll[Flayra, TyrNemesis^, and grepdashv] answer them mostly as clearly as possible.
AntiChrist: I guess to start it all off, guys please introduce yourselves and state your roles to the Natural-Selection team. We'll start with you, Flayra, and go on down the line I guess.
Flayra: Hey this is Flayra. My name is Charlie Cleveland and I'm the designer and Project Lead for the game.
TyrNemesis^: Hi I'm TyrNemesis. I'm know as just Tyr around here. My real name is Daniel Fulcary, and I'm the Level Design QA Lead.
grepdashv: I'm grebdashv, my name is Joel Rubicam and I'm the QA Manager. Oh QA meaning quality assurance not question and answer, cause someone sent me an email about that once.
Flayra: Those guys do a lot more than just those two things, but those are technically their roles.
DeFi: So can you guys briefly explain your mod for those of you who don't really know about Natural-Selection and those who might be interested in the upcoming source release.
Flayra: Sure, I guess I should do that. Natural-Selection is a first person shooter/real time strategy hybrid. Which basically means, if you have no idea what that means, it's kind of like taking Starcraft and Quake, and mixing them together. So you have up to sixteen marines versus sixteen aliens. Multiplayer only. One of the marines can become "Commander", can get a top down view the world and can give orders. Kind of like Starcraft. Build weapons and research technologies and drop structers and things like that, and um.. that's pretty much it I guess.
grepdashv: I think the most important thing to keep in mind in mind about the commander role, too, is that when you give those orders, you're giving those orders to real players, and not to any bots. So they may do what you want and they not.
TyrNemesis^: This makes NS one of the most teamwork oriented games that exists currently. You definately rely on the skills and cooperation of your teammates to succeed with your strategy whether you're marines or aliens.
Flayra: Good one.
AntiChrist: Alright. While making this mod what did you guys see the biggest challenge in making it for Half-Life 2 or for making it for just regular Half-Life, and did you guys plan to start from the ground up, or basically take most of the old Natural-Selection and bring it to.
Flayra: Well when we started the game, of course three years ago there was no Half-Life 2, y'know clearly we would do it for Half-Life 2 if we were starting it over right now. Umm.. we don't know exactly what we're doing as far as Source[HL2 game engine] goes, because we don't have our hands on the SDK yet. The mini-SDK that's been released so far has, y'know, really not enough to evaluate how long the different features are going to take. So we really don't know if we're gonna move NS or when or what form, and the other big thing there is that we don't know how much of the community will move over, and we definately don't wanna switch engines on people if most of the community actually stays with NS. So you guys want to expand on that?
TyrNemesis^: Yeah, I was just gonna say in all likelihood it's not gonna to be acurate to call it a port, because we're most likely gonna end up having to recreate most of our code and content in order to benifit from the Source engine.
Flayra: I actually think we'll be able to keep our code, Tyr, but I mean it will definately be like a month or two of work to port the code, but the rest of it, I think, At some point it's gonna have to be redone, and I think a lot of our players question whether we should move to a new engine and then give them the same game after months of work, or whether they want us to put few months in to actually improve the gameplay. So we have to weigh those decisions.
AntiChrist: Alright, and a quick question from a listener.
"What type of gameplay differences are planned? For example like cloaked [inaudible] changes in favor of aliens and that sort of thing."
Flayra: Well, I mean we really don't even know the capabilities of the engine yet. We haven't gotten to play with it it. There's obviously so much cool stuff that we can do with these toys. We really just don't know yet. Y'know [laughter] Only time will tell. We have to-
TyrNemesis^: We could baffle you with all the awsome possibilities, but that really is just gonna wet your appetite needlessly, because untill we get down to actually planning out new features there's no way of really knowing what's possibily what's going to go in.
gepdashv: We're looking forward to the, hopefully, vastly improved VGUI[In-game "Video Graphical User Interface"]. A lot of the current cool things about the game, like the commander view that makes it real different, are y'know just basically clever hacks of the VGUI system and other things like that in Half-Life which is pretty broken. As Charlie can definately tell yah. So we're hoping- [laughter] We're hoping that they'll be big improvments there in the VGUI and VGUI2 System that we just don't have access to yet. It'll just open up things that people have been wanting in the game and we wanted in the game, but haven't been able to impliment for technical reasons.
Flayra: Yeah, a lot of times people think we're ignoring their comments and the feedback, but a lot of times the things we really want to fix are just increadably difficult. One of the things that we fix we can only fix by breaking something else. So hopefully Source will just allow us to really clean up a lot of things and just improve the overall quallity of the game, and we can start thinking about increasing the features.
TyrNemesis^: Then we get to the fun part where we can sit there and talk about flamethrowers mounted on Onos and things like that-
Flayra: Shh! Shh..
Flayra: Flamethrower would actually finally be possible now that you mention it. Without looking like the TFC "cone 'o' sprites".
grepdashv: [Chuckle] Yeah..
AntiChrist: Alright, so what are the big things you're looking forward to doing that we'rent exactly possible in Half-Life one that with the possibilities of porting to Source.
TyrNemesis^: Larger player numbers. volumetric weaponry. Those are a few that come to mind for me, and then you go in to level design technology you're able to get a lot more out of your maps in Half-Life 2 than you would've been to in Half-Life one.
Flayra: Yeah, a lot of times we can't even put, the mappers, can't even put in the atmospheric stuff we wanted them to do. Y'know like sounds and ambient MP3s' and particles and stuff, because the server performance just really drops when you go above, say, two or three hundred enemies so hopefully that'll be fixed- and our PR Guy, Zuni, is saying ragdoll physics, "How can you forget?" It's.. definately be really cool. Especially like shooting aliens and having their bodies twist in the air and slam up against walls and stuff.
TyrNemesis^: Not to mention having the large aliens hitting the small marines.
grepdashv: I think the whole modeling in general is one of the areas that I'm looking forward to see what we'll be able to do on the engine. From a little bit of a preview that we got we were- The biggest problem we've had with the models has been like we have these four legged alien creatures and it just really breaks a lot of the animations and a lot of the look of what you'd like to do with those kind of creatures in Half-Life, and in Half-Life 2 you've seen, y'know, the preview of some of the alien creatures they have there like the Striders those big three legged things. So I'm thinking that based on the demos that we saw, a lot of the animations are gonna look really nice on the larger creatures. The [inaudible] creatures with, y'know, four legs instead of two.</span>
Very appreciated (and I'm sure the 56k'ers are even more appreciative)
Defi- All right ladies and gentlemen, what you have been waiting for, we’re bringing it to you right about now, the Natural Selection interviews.
Here we are.. we’re here in the interview channel, we’re here with Natural Selection.
What’s going on Anti, I’ll let you take it away.
Anti- Not much and as Defi said uhh we are here with the NS crew getting ready to ask them some questions, getting some questions from you guys that we’ll relay onto them and they’ll try to answer them most as clearly as possible.
I guess to start it all off uhh guys, please introduce yourselves and state your role to the Natural selection team, we’ll start off with Flayra then go on down the line I guess.
Flayra – Hey, this is Flayra, my name’s Charlie Cleveland and uh I’m the designer and uh project lead for the game
TyrNemesis – uhh My name is TyrNemesis, I’m just known as Tyr around here, my real name is Daniel Pulkari<sp> and uh I’m the level design QA lead.
grepdashv –I’m grepdashv, my name is Joel (mumbles) and I’m the QA Manager oh QA meaning quality assurance not question and answer, somebody sent me an email about that once.
Flayra – Those guys actually do a lot more than just those 2 things but those are technically their roles.
Anti – Alright so then can you guys uh briefly explain your mod for those who don’t really know about Natural Selection and those who might be interested in the upcoming source release?
Flayra – Sure, I guess I should do that. Um.. Natural Selection is a First Person Shooter Real Time Strategy hybrid which basically means, if you have no idea what that means. It’s umm kinda like taking StarCraft and Quake and mixing them together. So you have um you know up to 16 marines vs. up to 16 aliens multiplayer only. One of the marines can become commander he can get a top-down view of the world and can give orders sorta like Starcraft, build weapons, research technologies, drop structures and things like that. And um that’s pretty much it I guess.
Grep – I think the most important thing to keep in mind about uh the commander role too is that uh when you give those orders you are giving orders to real players not to any bots so they may do what you want.. they may not.
TyrNemesis – this makes NS one of the most team work oriented games that exists currently. uh you definitely rely on skills and co-operation of your teammates to succeed with your strategy whether you are marines or aliens.
Flayra – Good one.