Q: When did you create Allcreon Game Development
and how many employees do you have?
A: Allcreon Game Development was setup in May 2002. I am currently co-operating
with one freelancer and my beloved wife. Allcreon is still a very small company
and its survival depends on budgets and commissions. Cooperating with freelancers
enables us more financial flexibility.
Q: You have published RC Boat Challenge last
year; can you make a living as a smaller game developer? And how well does
Acknex serve your ideas?
A: Among our own game development we are offering outsourcing services
like art direction and digital media design. We have clients (not only
from the entertainment industry) in Germany and USA. Putting it all together
we can make a living from it. With Acknex we are able to realize our
ideas and it is the perfect engine for our game titles. Since I have
my roots in art
design I am relieved to have a tool for creating games without too much programming
effort.
Q: Your new title – WCS 2006 -
looks really good. I understand that each and every player has its own features.
Can you give us more information about this and explain
how these features will have an impact during the game?
A: Each player has 3 attributes: stamina,
motivation and injuries. These attributes will interact during a match. E.g.
if a player was fouled, then his injuries will increase. And injuries will
decrease stamina and motivation. Motivation will affect ball shooting and passing.
Q: Are you using some physics entities? If
the answer is affirmative, which are those entities?
A: The ball is a physics entity when
it is not in possession by a player. If a player has the ball, the physics
characteristics will be disabled and the ball is attached to the player. The
physics engine
works very well for realistic ball movements. By the way, I often will be asked
how I do the AI. But since I work on the game I think I spent more time with
the player - ball interaction than with the AI.
Q: Please describe for us how does the goalkeeper
adjust its position, angles and animation frames in order to catch the ball.
A: The goal keeper movements are from
side to side rather than from his facing direction. Therefore the goal keeper
moves
across the front of the goal mouth, attempting to keep his body between the ball
and a moving position located to his rear (intercept point of goal line and ball
movement direction). So I use ent_move, nullvector the relative distance and
change the absolut distance vector according to the intercept point. This enables
that the steering behavior doesn't depend on the
goal keepers facing direction. If the ball is in a critical distance to the goal
and the keeper hasn't reached the level of the intercept point, he will try to
dive after the ball and the corresponding animation frames will be played.
Q: How big is the frame rate on a decent system
with all those models and fancy effects visible on the screen?
A: I have reduced the vertices of the player model to 800 so the frame
rate will keep up on older systems even if all players are in view (30-40fps).
Q: Please tell us the names of some freeware
or low cost game development tools that you find to be really useful.
A: Since I have grown up with Photoshop I think this is the most powerful
graphic tool. Adobe is offering a smaller, affordable version "
Photoshop Elements" (100$), too. For 3D modeling I use Cinema 4D from
Maxon. But I have also made good experiences with Milkshape 3D. For music
and sound effects I think Magix Music Maker with the (royalty-free) Soundpool
Collection DVD is very useful.
Q: There
are many engine users that would like to create successful games, but are
unable to do that. Which are (in your opinion) the differences between you
and them? What advice would you give to them?
A:
Creating a game means a lot of work, even if it's a small project. Finishing
it means even more work. While planning a game you should always have your resources
(team size, budget, etc.) in mind. And it is necessary to determine schedules
for the project. I think most users are disappointed or lose interest when they
try to make a game like Half Life or Deus Ex and realize that they have started
something they could never finish. To put it in a nutshell: try to create and
finish your game with a specific effort of time and resources. The advantage
for a lone wolf is that he can create a game for a certain small target group
(e.g. casual gamer) and still make profit of it.
Thank you a lot, Florian.