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Recently Luckee and Frag-girlie were able to catch up with Sergey Zabaryansky, from the Venom development team, to ask him some questions about this game.
** Editor's note: this game is currently known as Venom, but will be released as "Codename: Outbreak"**
(PCShooter.com)
How many people are on the development team?
What do you do?
The
story of “Codename: Outbreak” took its
root when I made friends with Roman Lout. As
we both were crazy about making computer
graphics (by that time I had a completed
software engine prototype, and Roman’s
demo placed first at the “Enlgiht 97”
demo-party), we decided we were up to
creating our own 3D-action game. To make
this come true we got down to developing a
universal engine supporting both outdoor and
indoor spaces, basing on powerful network
technology and advanced AI library. At a
certain stage, though, we realized that
despite of a long way passed, we are unable
to make a cool game on our own, for a great
artist and a soundman are needed. In 1999 we
sold the license on use of Vital Engine ZL
in the framework of Venom project to GSC
Game World and started developing the game
within the company. There, by quirk of fate
we came across with an outstanding artist
Andrew Prokhorov and sound engineer Ilya
Ivashchenko. Codename: Outbreak is the first
title for us, and the second one for GSC
Game World.
(PCShooter.com)
Give
us a detailed overview of the 3D technology
powering Venom. Tell us a bit more about the
engine in relation to how it handles indoor
and outdoor environments.
The
major challenge was not to invent algorithms
(nowadays there are plenty of algorithms for
drawing both indoor and outdoor levels), but
to choose the best ones and combine them in
the way to make the engine a unique one.
Most of existing algorithms are focused
either on indoor or outdoor levels. Some
algorithms for indoor levels are really
feeble in outdoor spaces or even refuse to
work at all. We had rejected such algorithms
at once. Our engine combines several
algorithms: where one is ineffective,
another carries the burden. In the long run
the engine finds no difference between
indoor and outdoor levels. The
problem of a great number of visible
triangles was solved owing to LOD (Level of
detail) objects. This algorithm yields
fantastic results -- for instance, a tree of
100 triangles can be depicted with just two
triangles the observer faces. Thus, you can
increase the number of trees visible per
30-50 times!
One more
issue is to have a lot of textures on a
level. Outdoors, there may be a multitude of
visible objects, each one having its own
unique texture. The aggregate volume of
level textures goes up to 20-30 MB. We have
implemented a manager that carries out
background loading of textures from the
disk.
But
Vital Engine ZL is not just a graphical
library. It contains also powerful sound,
physics, AI, animation and network
libraries. Each of them is based on cutting
edge technologies. More detailed information
may be found on http://www.nephilims.com.
(PCShooter.com)
Were
there any games that inspired you to make
Venom? What games do you and your team enjoy
playing?
There are so many games, movies
and books which influenced our artworks and
code that I am a bit at a loss to answer
these questions. Probably Duke,
Counter-Strike, Delta Force, Hidden &
Dangerous, Rainbow Six, Half Life have been
more of influence on Venom than other games.
We
tried to follow the best technical
and scenario decisions existing nowadays and
introduce something new at the same time.
(PCShooter.com)
How much of a
realism factor are you aiming for with
Venom?
Yes,
the game was originally created with a slant
to realism. This approach got reflected
through many aspects, such as hit system,
artificial intelligence, graphics etc. For
instance, realism in AI is when your enemies
can surround, call for backup, hide, arrange
ambushes. And at the same time they are not
without faults – the accuracy of their
fire is not absolute. Playing Venom you win,
of course, but you preserve an impression of
having fought with a smart enemy, and not an
arcade character, who finds the reason of
his life in a showy death. Realism is when
you cannot pick up 5 different submachine
guns and a hundred of rockets. In Venom you
can carry only a certain weight, and owing
to this such oddities are impossible. When
you lie in grass you can be spotted only
from a really close distance, but if you lie
on asphalt – you are visible from much
further. Everything in the game is subjected
to a certain logic and this makes Venom
realistic.
(PCShooter.com)
Will
Venom be expandable at all? Will you be making the tools available so that people can
make mods for it?
Yes.
We plan making Venom expandable. The
necessary editors and mod-making docs will be available sometime after publication.
(PCShooter.com)
Tell
us a bit more about the Venom multiplayer
maps, and what you think Venom's multiplayer
strong points are.
First
of all, a bit about technologies. We stepped
on a route different from such games as
Quake and Unreal and attained quite good
results. Certainly, you can play over a LAN,
and also over the Internet. And you can find
quite a comfortable playing enviroment even
with a ping ofz sdtr 600ms! Those who
possess modems 38800 and poor lines stand a
real chance to get a satisfaction
of playing. The maximum number of
players possible is 16. There are four modes
of multiplayer: ‘cooperative’,
‘capture the flag’, ‘crystal’ and
‘black box’. We focused on team playing
games and consider them the most
interesting. Besides, all the games, except
for ‘cooperative’, take place amid vast
outdoor levels – it’s our zest. That’s
why even the hackneyed ‘capture the
flag’ creates a gameplay much
different than what you already know.
(PCShooter.com)
Do you plan on
licensing the Vital Engine ZL?
Yes,
Vital Engine ZL is already available for
licensing. You can obtain additional
information on the engine at www.nephilims.com.
E-mail for contacts:
sergey@nephilims.com
(PCShooter.com)
Is there
anything else you can tell us about Venom?
When we can expect to see it in stores, will
there be another demo released, etc
Venom
will be published worldwide this fall by
Virgin Interactive under the name
"Codename: Outbreak". We plan to
release a new demo online in August.
(PCShooter.com)
Thank
you for taking the time to do this interview
with us today.
We look forward to the release of
this game.
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