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    PlanetQuake | Articles | Interviews | Big Fuzzy Focus: Midget Wars
   

Big Fuzzy Focus: Midget Wars
Proving that you don't have to be big to cause a lot of damage!
— by Pappy-R


 - click for full size image
I'm flying!

Introduction

Midget Wars is out and may be crawling towards your unsuspecting ankle, even as I type, so I'll be brief. The little buggers have landed and your Quake III action is never going to be the same again.

This one's a full fledged TC (Total Conversion) with so much brand new feel, your disc is going to seem new. Start with the concept of miniscule invaders from space, fighting throughout a giant world, our world. Add the comic book look and this is going to be a new addiction for you and your closest fraggin' pals. Fighting, finding, flying, this one has everything but the kitchen sink and I'm surprised to not see that on the list of weapons. Take your pick of a chainsaw, marbel, or maybe the tommygun is more your speed. Before we hit the Q & A section I thought some of the Midget Wars site fare would warm you up. The site is done in real "B movie" flavour, making it perfect for Hallowe'en themed funk.

"Terrified citizens are reporting strange small scale battles taking place throughout the country. These battles appear to revolve around odd glowing gems similar to marbles being gathered by 8cm tall "Midgets". These midgets swarm everywhere in search of marbles, Forests, pool halls, houses, gardens, shops, wherever there are marbles these creatures are fighting for them.

The origins of these "Midgets" are unknown, although the local conspiracy nuts are reporting an increase in the number of flying saucer sightings, although abduction reports have reduced in number. Perhaps these aliens have lost interest in humans?"

Interview

Pappy: Tell us a bit about the project.

Whitemanafro: The project is a total conversion for Q3, with the emphasis on fast, fun action with loads of cartoon style effects. We have implemented interactive scenery, new classes, several throwing and melee weapons, new types of shielding, several different and balanced characters classes, each with four different skins. Oh yeah, did I mention it's got Chainsaws ;-)?

The Bag: The emphasis is definitely on the fun aspect with as many unusual weapons in there as possible. I mean how many other games are there where a sycamore seed is a deadly weapon?

Pappy: Have you been encouraged by the Betas you've released or Alphas you've tested under a closed atmosphere?

The Bag: This is our first public release, but Midget Wars was developed in just over 9 weeks with the team working full time. This was as part of the 'Dare to be Digital' contest held at the University of Abertay (UK) every summer. So it got constant testing from us and some of the other teams to, which was encouraging, as they all liked it.

Whitemanafro: Hell yeah, we developed this in a 24/7 coding & testing environment where any changes, modifications, new art could be instantly implemented if we thought it was in the best interests of the game. A good example of this is the "Saturn " character's "boost" feature, we decided the character was too slow to get into combat and needed something to even him out, (given his speciality is Close Combat), so we sat down and added the feature in an afternoon.

Pappy: How long has the project been in development, and using this as a guide, how long do you expect it to take before it's a completed work you can sit back from and smile?

Whitemanafro: The project has been in development since the first week of July, we have no plans to sit back and rest on our Laurels, a prime consideration is the lack of maps! We really, really need new maps, we've also got plans for new gametypes, new characters, more interactive scenery, and balancing of existing gametypes.

The Bag: Yeah we've only really scratched the surface with the interactive scenery. It's one of our big ideas for this project and we'd like to carry it through to it's fullest extent so the maps become more important to the game and how it's played. Currently maps really only serve as cover, we want them to play a more tactical role in the game, but that is all I'm going to say about that. We also have something big planned for the characters, if we can pull it off, so you'll just have to wait and see. Time scales are rather misleading around this project since we got to work on it for ten weeks solid, a luxury many teams do not have the opportunity to experience, but we don't have any plans to stop just yet.

Next: More midgets!


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