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Meet Doug Poston! I know that you have met him at the forum but this interview will give all of us some precious info about the future of the Acknex engine. Q: I hear that you have worked as a game developer before joining Conitec’s team; please give us a few details. Before Nintendo I studied "Real-Time Interactive Simulation" at DigiPen ( www.digipen.edu ) and did various small game projects for the Windows and Macintosh platforms. Q: You just got back from the Game Developer Conference – do you have some news that might interest the Acknex community? The new video card hardware being released by ATI and nVidia is nothing short of amazing. Microsoft is working on some new technologies for DirectX that, when combined with current and future video cards, will make your games have a "cinematic feel" to them. Many groups are advancing the art and science of AI as well, so the future is both "smart" and "good looking." Q: Where and how did you learn c – script (aka wdl)? Having experience with other languages helps, but the best way to learn C-Script is to use it. Start with the basics (workshops and tutorials) and then do your own experiments. Not sure how an instruction works? Write a small test project and find out. Wonder if you can reproduce a cool effect you saw in another game or movie? Give it a try. As much as we try to keep things simple, C-Script is a programming language and chances are you won’t learn it overnight. Keep working with it. Use the manual to look up commands. Search the user forum to see how other people have solved things. For every problem you solve you will become that much better at programming. Q: Are you going to rewrite the templates? What do you plan to add to them in the future? While the main goal is to make it so new users can select the elements they want, tweak a few values, and publish a game without touching the code, the templates are being designed so experienced programmers can use elements they like and rewrite new scripts that will plug directly into the existing code. Q: Are you going to improve the AI, too? What can we expect from the new evil actors? The modular nature of the new template scripts will make it easier to add a wide variety of AIs. Users can then "pick-and-choose" the AIs that work best for them. Need a bipedal AI that guards an object? One that patrols an area looking for the player? One that can drive a car? Just select the AIs you need and place them in your level. Q: Let’s talk a little about the new game creation system that uses customizable scripts. How will it work and what game templates will it include? This is hard to explain, so let's do an example. Let’s say you want to design a game that has an outdoor level with an animated sky. Inside WED you would select "Add Script" and select one of the sky scripts that fits your needs. Each script comes with default values, but you can change most of them by selecting "customize". If you choose to customize the sky script you can select the day and night skies, horizons, and the cloud map images. You can also adjust the animation and scale of each element in the sky. Press save and run your level. It is that easy. Q: How should we write our code in order to get the maximum speed out of it? Are there any functions, features, etc that should be avoided or used carefully? - Don’t perform actions that the player cannot see. If you have 100 entities in the level, but the player only sees 3 of them, the other 97 shouldn’t be consuming much of your CPU. Setting up ‘triggers’ in your level to activate entities or even using a slow instruction like "trace" to see if the player can even see an entity can really help speed up your game. Q: You have to give us a few tips for beginners! - Start small. Too many users try to program their "dream game" right away. This is a great way to become frustrated. If you are new to programming and you have a great idea, write that idea down and think of something simpler to design. I can come up with dozens of other tips (make backups *before* you make a major change, use breakpoints and panels to help debug your code, etc.) but beginners should concentrate on these three. Thank you a lot, Doug. |