Q:
You say that you are a young company. When have you founded Horux and how
old are the members?
A:
Horux was founded on April of 2001 but previously we have published a videogame
(only in Spain) called "Isometric Bomber"; afterwards, we developed a Windows
version called "MaDD Bomber Xplozion!". Our games began to be developed
in Pascal (programming language used in our university), afterwards we
began using C++ (with Allegro libraries), even Flash Script, Java, etc,
until we decided to get a 3D Engine. Almost all members of Horux are 25
years old.
Q:
When have you started to use the Acknex engine?
A:
Three months before we founded Horux, when we were looking for the 3D Engine.
A friend of us knew it, and showed us a demo version of the engine, that
was published on a spanish PC Magazine. This engine was the one we preferred
because of the quality and price.
Q:
You have produced many games in such a short period of time - what's your
secret?
A:
Sorry... I can't tell you... it's a SECRET. Hehehehe. Certainly, it's just
work, a good dedicated team and no more. On the other hand, we don't develop
only games. We also develop multimedia, 3D, websites, etc... Our real "secret"
is that we do what we really like, and we don't mind spending all our time
on it.
Q:
How did you learn C-Script?
A:
At first we tried some examples; afterwards, we looked at other people's
code, always keeping the manual next to the keyboard.
Q:
"Alien Infestation promises to be our biggest title". Why is that? What
great features will we see if we buy the game?
A:
Before we start answering, we must comment that it has been a long time
since we actualized our website (it's our next project to do that). Alien
began to be our first and ambitious project, but a Netherlander
Publisher
company (Xing Int) made us to finish it as soon as possible, so we finished
it without getting it where we wanted. We needed more time for detailed
graphics, code, etc. Actually, the game is sold in a pair of European countries,
but although we aren't very happy with it, it's a good game when it comes
to music, graphics and variety.
Q:
All your projects look impressive. What tools are you using for your models
and textures?
A:
For the worlds, we use only the engine, with textures extracted from free
resources, our photographs (it's really funny to take a photo from a wall...
the people think we're crazy ;) ), and 2D composition of both. For
the models, we use freeware tools, and some of our own for modeling, and
MED for texturing and animating.
Q:
What would you like to see implemented in the engine in the near future?
A:
Stencil buffer shadows would be a good option.
Q:
Who has published your titles so far? Are you happy with at least one of
the publishers you've got so far?
A:
Our first game (Isometric Bomber) was published by Hollywood Multimedia
in Spain. They sold our game to a magazine... it wasn't so bad. MaDD
Bomber was published with Crystal Interactive... our first
MISTAKE.
The second one was to sign with Xing Interactive and giving them Alien
Infestation and Spike, The Hedgehog... we haven't received selling information
or money from them. Space Storm was a title made for pleasure... it will
be FREE on our new website ;) Our last game (Lost Idols) was signed with
Suricate Software. We have been with them for three months, and,
until now, we're happy with them.
Q:
Please give us a few tips for the beginners!
A:
First of all, we think that they mustn't work alone; they must work only
on an area, as programmers, level designers, etc. This way it will be pretty
easy to develop the project. The real "tip": they must LIKE it, and they
shouldn't worry about spending a lot of time with making games.
Thank
you a lot.