Big Fuzzy Focus: Bid For Power
Anime power that's so popular!
High octane action for Q3, it's a real power struggle!
Just a slap..for now.
Judging by the mails I get, I'd have to say that Bid For Power would win a contest for a mod or TC inspiring people to buy and play Quake III. I get mails from parents on where to get the game so their kids can play Bid For Power. That's where I explain what Quake III itself is and the ESRB rating, but that's besides the point. Bid For Power has a lot of fans and had a lot before it was released to the community at all, but is that a good thing?
When your content or theme grabs as much attention as what the BFP had coming out of the gates, this can be a double edged sword. The fans of the genre are to say the least, rabid, about the content and authenticity of the art involved, and that's a lot to live up to. But even if you make everyone love the look, is that going to keep them, and keep them from screaming? Nope, and that's what makes BFP what it is. The looks and play are all there for fans of the anime superheroes and villans, and the newest release tries to take that even further. Along with bug fixes and some new content come play tweaks that have been harvested from the immense amount of online play the earlier version got.
Since today's the day BFP brings on the latest rush with version 1.2, we'll cut straight to the meat here. I shot out standard BFF question sheet over to Yrgol who heads the project as well as pulling Lead Programmer duties.
Pappy: Tell us a bit about the project. (What kind of project it is and the changes it makes to the game)
Yrgol: Bid For Power is one of the few true total conversions
available for Quake 3. Players choose one of 6
ki-powered superheros and battle it out on wide open
maps. Everybody can fly at great speed, and each
character has 5 ranged attacks and the ability to
fight hand to hand. Ki is the energy used for
everything. Ki can be used to fly faster, block
attacks, charge up attacks, teleport, and can give a
little boost to just about anything you are able to do
while playing. A player can charge up at any time to
increase his amount of ki energy, but while doing so
he's highly visible and is essentially defenseless.
There's a lot of variety in the ki attacks, and
learning when each one is useful is part of the
challenge. Some attacks come out quickly and act like
standard missiles. Others take time to charge up and
have multiple levels of effectiveness depending on the
amount of time and ki used to charge them. We have
attacks that creep slowly along until they find a
target before accelerating and homing in. One attack
heads straight for the ground and then skims along the
terrain until it hits somebody. Kyah can charge up a
30' deathball that bounces like a giant beach ball
destroying anything in its path. Tetsedah can create
a continuous explosion around himself that deflects
incoming missiles. Pyrate has a condensed disk of
energy that can cut through both walls and players.
Several characters have controllable beam attacks that
have really become the signature BFP move.
Version 1.2 is the latest offering. It contains fixes
for every bug I was able to identify, adds several new
attacks, and is the result of taking a hard look at
all of the little things in the game that took away
from the fun. Players were made easier to track, and
a lot of time was spent on improving the balance of
everything and trying to prevent any overpowering
attacks from ruining the game.
Pappy: Have you been encouraged by the Betas you've released or Alphas you've tested under a closed atmosphere?
Yrgol: I ran a few small betas for 1.2 that helped a lot.
Sometimes it's hard to get guys to tell you that you
are smoking crack, but people playing a beta have no
problem. Running a few small betas prevented a few
really bad ideas from making it into 1.2.
| Uhoh, now he's ticked!
|| Come say hello to my little friend!
Next: More BFP!