

Silent News has a new question and answer session with Eurocom, the makers of the newest Duke console title, "Duke Nukem: Zero Hour". We've still got an immense amount of work to do, to bring the game up to playable "game" status, but all the separate parts are coming together and we're all really, really excited at what we see forming. We'll also probably be building a small motion capture studio in house and getting the equipment in here ASAP (as we've done the research and demoed a couple).

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We are now 95% happy with the interactivity we can do and are moving to more mundane things like Unreal patch upgrades, weapons coding and neat little interactive touches.Īll in all, things are going great and we're about in our stride in full production on the game. The major part of the last 2-3 months has been uplifting Unreal to do a lot of what we wanted DNF to do. That's a brief run down of what we've been doing.

Will continue with character sketches as we refine what will/will not be in the game. About to start doing sketches of level locations so the mappers have a good visual to build off of. Texture guys are always jamming on textures for the levels, or skins for the characters.Ĭoncept sketches: Been working on nailing final looks for Bombshell, and storyboarding some cinematic sequences.
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We are amassing a library of items that can pop into the game at any time and they know how to react to being shot or used. Major design meetings and level reviews have been taking place as we continue to refine the game.Īrt: Modelers have been building some characters and smaller decorative objects for the game. They are about to start on "real" maps according to the scripts we've drawn up. This is analogous to a blueprint for a house, or a script for a movie. Maps: the guys have been working steadily on majorly detailed level scripts, so that we know where you are and what you will be doing on a level per level basis. Also working on things like skeletal character system, level of detail, and preparing to do a major patch to Unreal's version 220+ code base (January). This is what he had to say.Ĭode: Been adding lot's and lot's of neato features so our mappers can do insane, and I mean insane amounts of interactivity. Early this morning, George Broussard (3D Realms Partner, and Duke Nukem Project Leader) posted a message on our Web Forums detailing some of the recent happenings regarding Duke Nukem Forever's development.
