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Recently
while at Comdex Luckee was able to sit down
with John Gwen, a member of the Sacrifice
Development Team to ask a few questions
about the game.
Luckee:
I know that you’re product is by
Interplay, but what is the name of your
company?
John:
We’re called Shiny Entertainment.
Luckee:
Tell me a little bit about the game
and how you came up with the idea and what
did you accomplish that we don’t see in
other games.
John:
What happened was the team started
out really small and the programmer
originally wanted to do another game of
wizards fighting wizards.
Kind of a simple version of Net
Storm, which I think was one of the first
online wizards versus wizards game.
We started out wanting to make a game
where we had a cool collection of characters
and spells.
We tried to keep it simple with
enough strategy elements to be interesting.
It is an RPS game with a lot of
role-playing elements to it, you level up as
you gain experience and you can gain more
creatures and spells as you go up the game.
There is an action element because it
is non-stop once you get going and it is a
constant battle once you start fighting.
Luckee:
Would you say your engine is unique
from other engines?
John:
Yes the engine, unlike what you’ve
probably read, is unique.
It was built from the ground up,
programmed by Mark Brownlow our Lead
Programmer on the project.
He basically just pulled out all the
stops and made a game that doesn’t look
like anything else and it is pretty amazing.
It maintains a nice frame rate even
from the minimum spec to a high-end machine.
You can really have an equal game
online between the two machines because it
will look at your configuration and then
optimize the game to what will best maintain
a constant frame rate.
Luckee:
Just by looking at the graphics,
would you say your code base is written more
for Geforce 2 and the V2 cards coming out?
John
: It’s hard for me to
say because I’m not really the technical
guy on it.
All I know is that we’ve gone
through every card imaginable in the three
years we have been developing this.
I don’t know of any cards that
don’t work on it. I do know that we have had compatibility guys testing it and
we haven’t had any problems.
Luckee:
The graphics are so detailed, it
would have to be a regular Geforce or a 3000
VooDoo, right?
John
: Well you’d have to ask
Martin about that really.
I know that we have a wide selection
of cards in all the machines at work and
there is really no appreciable difference
between them.
Some are low-level machines so you
get a little less detail, but that is the
way the machine is made to handle the game.
Luckee:
Will this have a multi-player aspect
to it then?
John:
Yes, it has been heavily beta tested
for multi-player.
We are up to four players with about
30 maps.
It comes with a very cool and easy to
use level editor that we actually used to
make the levels.
SkapeX is going to be included with
it. Anybody
can get onto SkapeX and get right in to
create a map in about five minutes.
You just create a new world, lay what
tile sets you want in it, cut some holes,
stamp some creatures, save it out, and load
it right away and be running around in it. It includes all the creation tools including the ability to
create your own mini campaigns.
The guys at work are creating little
campaigns in their spare time, they’re
making little RPG tiles where you buy and
sell souls and do things like that.
I have a feeling that within a few
weeks we’ll start seeing posting on
Interplay some of the crazy levels people
are making.
Luckee:
The sound is good.
John
: Yes.
The sound is great and awesome on the
game. The
music, sound effects, and voiceovers all
came together really well.
We had some really good talent on it.
Luckee:
So if I had an EX soundcard and a
Dolby digital 5.1 soundcard, I could really
take advantage of the sounds coming out?
John:
Yes we have a really nice sound setup
here too, but you really can’t hear it
because of the show.
But if you were ever to go over to
the Creative Labs area, in the other hall,
we have a guy demoing it on a full blown-out
system and it is really amazing.
Luckee:
Tell me about how you came up with
the idea to create your models and what do
you see different in your models versus
other RPG games.
John:
There was really a concerted effort
to make the models different looking from
what you are used to seeing, yet have them
fit within their own world.
There is nothing in the game that
looks like it doesn’t belong in the game.
It is very unique and doesn’t look
like other games that have standard
characters or creatures.
We made a real effort to have the
five Gods show their creatures and really be
able to tell which God they’re from.
Luckily Jobe, the Art Director, and I
were really able to mix the art styles
together to get the creatures that come into
the game.
We had so much freedom to just make
whatever we thought looked the best, and
everything just came together including our
animations from Anjet, our Lead Animator,
and it just looks great.
Luckee:
On every game there is usually a big
monster.
Who is the big monster, the big beast
in this game?
John:
In this game there are five Gods,
each God has his own “highest level”
creature.
The Fire God has a Phoenix, which is
kind of a Chinese dragon with about ten
wings that all move in a single wave that is
really nice.
You have a unique ground-based
creature for the God of Earth.
But he does have a halo of earth that
swirls over his head so he can knock dragons
out of the sky which makes him so he’s not
really useless against flying creatures.
There is a dragon for the Life God, a
demon for the Death God and a kind of polar
bear/monkey/ape/dragon for the Snow God, a
silverback, big, furry, white dragon.
Those are really good when you get
them and a good payoff for lasting
throughout the game.
They are really powerful and they
really come in handy in the last level
against the big bad guy.
Luckee :
In creating your models did you want
to have more of an M rating?
John:
The models themselves could be
perceived as more mature than others in the
way they do things, but I think we just went
for creating what was cool looking.
Maintaining a kind of shiny look or
oddball look to it, but also going with what
looks cool, dangerous or powerful.
The form on a lot of the creatures
was designed to meet the functions of the
creature.
Luckee:
If I never play RPGs, is this game
one I could just sit down and figure out how
to play?
Is it like a first person shooter at
all, because that is all that I normally
play.
John:
It is not a first person shooter, but yes
you could sit down and learn to play. It has
a really thorough, in-depth tutorial with
three levels that tell you exactly what to
do. The first few levels are very easy. The interface is different from what you are used to seeing
in normal games, but the gameplay is still
very basic and fun.
It is not too complicated in that we
don’t bog you down with a lot of stats and
information you have to remember.
They are built into the game and
there is the RPG element that you level up
in experience and creatures.
I think it is an easy game to get a
hold of.
I can’t see anyone having a real
problem.
If they are a gamer, they’re likely
to get into it.
Luckee:
Thanks for your time.
Special
thanks to John Gwen for taking the time to
sit down with us to do this interview about
the new game Sacrifice
Check
back tomorrow for Part 2 of the Sacrifice
Interview
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