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    PlanetQuake | Articles | Interviews | Big Fuzzy Focus: Modifia (Hunt mod)
   

Big Fuzzy Focus: Modifia (Hunt mod)
The hordes have hit Q3A and the hunt is on!
— by Pappy-R


 - click for full size image
I'm gonna kick the shards outta you!

Pappy: What have been the hardest goals to achive to date, and do you have them licked or still on the drawing board?

The map generator I use for the "Escape from Hell" gametype was very difficult to implement. When I started coding this, I had no idea whether it would be possible. It's something the Quake3 engine obviously was not intended for, so I expected to encounter lots of unknown limitations. Actually it was even worse, as I found a few bugs in the engine that nearly prevented me from finishing my work. Fortunately, I was able to overcome most problems, and the remaining few are acceptable in my opinion.

This is actually a typical story. Sometimes I think I should stick with more usual ideas. That would certainly save me a lot of work. But so far, I always was lucky, as I was able to finish anything I started.

Pappy: Was it difficult working primarily on your own and has it influenced the type of projects you attempt?

It wasn't difficult, but it did indeed influence my projects. I'm a mere coder. I'm neither a mapper nor a modeller. So, when I plan a new feature, I almost always have to make sure it can be done with existing maps and models. But it seems, many people consider this an advantage. They like being able to plug in any map from lvl, and all the models they find at polycount.

Pappy: What do you think are the strongest points or features about your project that will attract players?

The monsters, of course! People are excited about the hordes of monsters they get in Hunt. Most suggestions I get are about new types of monsters. It seems many people agree with me that the Q3A arsenal is destined for blasting away ugly brutes.

Another important aspect is you always carry all weapons, and your ammunition automatically recharges. It's as simple as that:

much firepower + many monsters = much action

I call this the "Serious Sam Equation".

Pappy: How open do you think you are to community suggestions, and have there been many?

I think I'm very open to suggestions. I'm always glad to receive suggestions, even if I have to reject them. And even if I reject a suggestion, I'm still open to arguments. There's more than one case of me altering my opinion because of a convincing argument.

So the list of changes and features suggested by the community is nearly endless. Some prominent examples are: monster health being adjustable, the existence of the grappling hook, lens flares for map lights, the Titan.

Unfortunately I'm already very busy with working on Hunt, so I usually have to postpone new ideas and suggestions. Meanwhile I'm a bit afraid of taking a look at my to-do-list...

Pappy: Why did you choose the Quake 3 engine for your work?

It's a stable, powerful engine with a large community. The software design is adequate. You code in C instead of an arcane language like Unreal Script. So there're good reasons to choose Q3A!

Pappy: If you could have anything you want happen with the project, what would that be?

Someone paying me for working on Hunt would be much appreciated! :)

Well, personally I'm very happy with what's happening with Hunt, but it seems many people long for more public servers.

Pappy: If you could have anything you want happen with the project, what would that be?

Well, currently it looks like I'll be working on Hunt for the rest of my life. I'm currently preparing some documentation about how to create maps for Hunt's "Escape from Hell" mode. I've promised GNC to publish Hunt's lens flare code. There're so many plans and ideas that still need to implemented. But of course I'm very curious about the Doom 3 engine, especially about how much control a mod-maker will have over it. Believe me, I've no idea of what future will bring. Only one thing's for sure: it'll surprise all of us!


Related Links:
  ModifiaPage
  Hunt


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