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Recently members of the PCShooter
staff were able to get with Joel Huenink, the President of
4DRulers and ask him some questions about the upcoming, and
highly anticipated game GORE.
PCShooter:
Thanks for taking this opportunity to sit down with us to do
this interview, can we start off by asking your name and
telling us what you do at 4DRulers?
Joel: Joel Huenink, I do
President stuff for the company, modeling, animating, I manage
most of the GOD files (set up gameplay rules, weapon settings,
character abilities, etc) I manage all the guys, give them
technical direction, and help them with issues. I'm the guy
everyone turns to when there is a problem.
PCShooter: How
does this game differ from other FPS games out there today?
Joel: We’ve put a lot of
work into the gameplay of the game. There are a lot of subtle
things in Gore. Major features are character classes, Stamina
system, weapons that have secondary modes, some of which
exploit the stamina system, damage mapping, skeletal
animation, facial animations, the list goes on and on.

PCShooter:
Currently you can only play death match. In the final release
will there be other formats like team play?
Joel: Definitely. We’re
putting a ton of effort into making team play awesome. I can’t
go into details at this time, but I can say that we will make
all the CTF and Counter Strike fans happy when it is done.
PCShooter: I
have a geForce 2 card and the graphics look great, are you
designing the game to take advantage of the new geForce 3
technology?
Joel: Not right now. If we
have some time when everything else is done, we may make some
options to take advantage of the new geforce3.
PCShooter:
What engine are you using? Did you develop new technology and
a special engine?
Joel: We licensed the AMP
engine from Slam Software. Eyecon, our coding partners are
working together with Slam to make the engine even cooler.

PCShooter:
Some health and stamina articles are placed too high to jump
to, is there some sort of special jump sequence I have to do
to reach them?
Joel: If its there, you can
get to it. Probably have to negotiate a ledge or two to get to
it.
PCShooter: We ran
the demo on three very different test machines. One is a 550
Athlon on a DSL, the second was an 900 Athlon on a T1, and the third was
a 1.1 Athlon on a T1. The ping times on all machines were quite
consistent. Is this due to the user's connection or some new
server code written specifically for this game?
Joel: Ben wrote the engine, you would
have to ask him.
Ben: The
Gore ping meter is not very precise - or to be more specific -
it measures the connection time plus the time the server takes
to respond to a user event such as fire. In general it goes in
multiples of the server period
(default is 50ms) (25, 75,
125, etc). Even though the current ping meter is fairly rough
it is still quite useful.
Client speed will only affect
the ping measurement if the framerate is below 20fps. If you
want to measure the framerate in gore, type 'enable counter'
at the console.
Also, the difference between
DSL and t1 is probably not significant unless you're running a
server. Then, is more of an issue of bandwidth allocation and
the number of players, not ping.
Here is some additional
information on configuring Gore networking:
http://forum.4drulers.com/showthread.php?threadid=35
By the way, the final version
will probably have a more traditional ping meter that measures
the connection only. If you are interesting in strictly
measuring the ping time for a particular connection then you
can use the 'ping'

PCShooter: How
does your net code differ from other fps multiplayer online
games out there today?
Joel: I don’t think that it
is incredibly different or anything, but we now have it nice
and solid, and the game isn’t due out until the end of the
year. I’ve seen a lot of games ship with crap networking,
and still have crap networking. Gore is smooth as silk and we’re
still in beta, so that should tell you something.
PCShooter:
Will this be stable on a LAN connection? How many players can
be in the game and still have a smooth-playing game? Have you
found there to be a magic number? Or is it machine specific?
Joel: Gore rocks on a LAN. We
designed it first over a LAN, so it runs without flaws. We’ve
had servers up ever since the 1.27 patch, and they have been
running ever since. As for the magic number, it depends on the
map, but we would like to see it support 32 players before the
game ships. Gore uses both CPU and graphics card quite a
bit.
PCShooter: With such
a great demo, fps fans are eagerly awaiting the final release. When
do you expect this game to hit the store shelves?
Joel: Before Christmas.
PCShooter:
Will there be more than three characters in the final version?
Will there also be more facial animation incorporated?
Joel: There will be eight to
10 characters. There will be a few more facial animations as
each weapon comes with special face animation.
PCShooter: Will
there be another demo released before the final version?
Joel: Yes, we will continue
patching Gore with updates all the time. The next build should
have some massive graphical updates to items, effects
and weapons. Down the road we will have team play test demos.
The final demo will have bots.
PCShooter: In
listening to the in-game sounds, it seems this game really
takes advantage of the EAX technology, is that true?
Joel: No we’re not using EAX
to my knowledge. Perhaps the sound engine does something
similar.
PCShooter:
This game’s focus is multiplayer, have you considered making
a single player version as well?
Joel: There will be some
single player modes, but our next title will be more single
player story orientated.
PCShooter: How
did you come up with the stamina idea? It’s pretty
interesting that the characters respond differently based on
their size, it’s more true to life.
Joel: We wanted to do
character classes, and it just wasn’t fair to see a 110
pound girl carrying a huge heavy weapon compared to a 550
pound large man. The simple way out would be to restrict what
weapons people can use, but that is stupid. I think if a tank
was coming at me in real life, I could figure
out how to use a LAW pretty quick. So instead of restricting
characters to certain abilities, we just let them do what they
want, but pay the price with stamina. So let the light player
carry a big gun, and a great big guy use a little gun if he
wants, but penalize them elsewhere. So the light players can
use heavy weapons, but they wear out quickly with stamina. The
big guys can use smaller weapons, but they are not as good
with them. For example, the light players can shoot the
shotgun faster than the big guys.
PCShooter: Can
you divulge any information on the characters that will be in
the final release, like unique characteristics, etc.?
Joel: There will be two sides,
UMC soldiers and MOB bad guys. There are similar characters on
each side of the war, light, medium, heavy, assassins, and
mechs.
PCShooter:
What weapons can we expect in this game that are not seen in
your every
day first person shooter?
Joel: We have already
introduced the defensive shield on the shotgun. I think about
every weapon has been done in the past, but you can count on
4D Rulers doing it a little different. There will be some cool
devices/gadgets available as well.
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