[an error occurred while processing this directive]



 Home

News

Reviews

Previews

1st Glimpse

Articles

Consoles

Hardware

Shopping

Forums

Sharky Extreme




Sharky Games :



[an error occurred while processing this directive]

Regular Sections

- Buyer's Guide
- Beatdown Column
- Weekly CPU Prices
- Site Info
- Links
- About Us

Sharky Extreme : What else can we expect to see in future SlaveMaster releases?

Randy Davis : Our next release will hopefully address a lot of the bugs that have been building up on our list. Luckily there are few bugs that interfere with gameplay, so I’m not too stressed about it. Our biggest feature request is to have a method such that master can tell their slaves to get specific items, such has health or armor, in return for improved favor. With any luck we can get something like this in. The other thing everybody seems to want is a SlaveMaster ­ Capture The Flag combo. We’re trying to pin down exactly what that means and if its worthwhile pursuing. There are some discussions about it on our forum.

Sharky Extreme : As a mod author, what is it about Unreal Tournament that made you want to create a mod for this game, rather than for Unreal or Quake 3?

Randy Davis : Easily the most important factor is that we all love playing UT. I’ve played Unreal, Quake 3, and Half-life, but none of them really grabbed my attention. Whatever that magic thing is that makes me really enjoy UT also plants that seed in my brain that says, “This is really cool, but it would be so much cooler if…”

Epic really hit the nail on the head with this game.

Sharky Extreme : Do you have any words of wisdom for other aspiring UT mod authors out there?

Randy Davis : I’m the kind of person who’s always writing a game of some sort ­ it’s my hobby. I’ve been asked on several occasions questions of the ‘How would somebody go about doing this?’ variety, and I’m never quite sure what to say, because for me the process has been a gradual accumulation of knowledge and skills, beginning somewhere repressed back in my childhood when my parents would beat me with loaves of soggy french bread (according to my dream therapist).

One of the great things about writing UT mods is that everything you need is included in the game, so there’s no big outlay of cash for a copy of Microsoft Visual Studio or other development tools. I personally use the C-preprocessor on my source .uc files, however, so that I can compile various debug versions using #define and strip comments to make the final file size smaller.

For people just starting out, I would strongly recommend reading all the relevant tutorials at unreal.epicgames.com , and going to www.chessmess.com , reading all the FAQs and joining the mailing list (from a bogus email address, otherwise you’ll get spammed like it was going out of style. (Hotmail is your friend).

One of the big things to remember is that for us amateur game developers, creating a game is more of a journey than a destination. Other people never play about 90% of my games, but that doesn’t mean it is any less fun to work on them. Everything you do will make you better.

Whenever anybody asks a writer how to become a writer, they respond, “Writers write.” Well, mod developers develop mods. So get out there and do it. And you’ll never have an easier time getting your work seen, as there are so many Unreal sites that can host a site for you if you’ve got something people want to see.

Related URLs

By Vangie "Aurora" Beal
www.gamegirlz.com







Copyright © 1999, 2000 internet.com Corporation. All Rights Reserved. About internet.com Corp. | Press Releases | Privacy Policy | Career Opportunities