| Stargate Worlds Dev Interview |
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| Written by Administrator | |
SGWGame moderators were recently able to schedule coveted "quality time" with the Stargate Worlds development system lords known as Dan Elggren - SGW Studio Head, Demetrius Comes - Technical Director, and Chris Klug - Creative Director. Each took time from their busy schedule to answer burning questions from server technology to mini games. Be sure to join our knowlegeable and friendly moderators in our SGWGame community forums to ask more questions or just to chat...see you there!
SGWGame Moderators: Taslo, Sunster02, Stav 1. Sunster02 - In addition to the Unreal Engine 3, Cheyenne Mountain also revealed that Stargate Worlds will take advantage of Big World's client server technology. Do you think that Big World's Bi-annum revisions will be enough to keep up with today's ever evolving gaming demands? Demetrius - Both the Unreal 3 Engine and the Big World server technology provided CME with an excellent foundation to create a AAA MMO. We have had to enhance and extend both engines to better fit our game design as well as to ensure that both engines “play nice together”. I feel the CME engineering staff has done an excellent job finding the balance that allows us to harness the raw power of both engines.
Dan - We have looked at gate travel and the problems or bottleneck this could cause if we follow the show exactly. We still want to ensure that we give people the opportunity to experience gate travel as intended in the show but will not force people to wait in line for it.
Chris - Our current plans are to have Atlantis show up in our first big expansion. We’ll see, though.
Demetrius - Our engineering staff has spent a good deal of time on the glue that allows us to harness the graphical power of the Unreal 3 Engine as well as leverage the server framework that Big world technology provides. My hope is that you won't notice the glue we had to create; if you don’t notice it, we did our job well.
Chris - Hmm, well, you can explore what you want, but we only build those parts where we have gameplay. So, I guess, as I interpret your question, the answer is ‘no.’ We only build areas where you can play.
Demetrius - The game has ground up multi-core support, the Unreal 3 engine gave us an excellent start in this arena. Unreal 3 provides support for a separate rendering thread and the engineering staff here at CME has expanded that functionality to allow us to parallelize other tasks such as character compositing. The number of parallel tasks running will be proportional to the number of hardware threads available up to a reasonable maximum.
Chris - We do have various Mission types, but Ba’al’s ability to clone has nothing to do with that.
Dan - We are building a PVE focused game that will encompass the benefits of PVP in the right locations and opportunities. We are also looking at PVP servers and a couple other items that I will keep up my sleeve.
Dan - If you elect to play on a PVE server you will still have opportunities to opt into PVP combat in certain locations and opportunities.
Chris - Yes, I believe you’ll be happy with the flexibility of the drone.
Chris - There is a way to do that through the ability trees and the choices you make.
Chris - Not ready to discuss this now, sorry. Keep watching the forums and website for more on this as we get closer to launch.
Chris - They have Attack, Defense and Scientific modes.
Chris - Not ready to discuss this right now, sorry.
Chris - No, because the minigames we have designed are better than Golf!
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