11:10 AM | Andy Largent | Comment on this story
Gamasutra has posted another of their excellent game "postmortems," this time analyzing the good and bad aspects behind the making of Ritual Entertainment's Heavy Metal: F.A.K.K. 2. The article was written by one of the lead programmers for the game, Scott Alden, and he gives a great rundown of the obstacles they encountered while making it. While FAKK2 used the Quake 3 engine, you'd be surprised how many of the scripting and effects systems were implemented by the Ritual team themselves, many of which came from their previous title Sin. Here's an excerpt:
The scripting system is described in more detail in the Sin Postmortem I wrote in March 1999, but in a nutshell the scripting language gives the level designer complete control over any object or entity in the game. The functionality it provides ranges from the simple linear movement of objects around the level to the complex scripted sequences that exist throughout F.A.K.K. 2. We extended the functionality from Sin's 500 or so commands to about 700 in F.A.K.K. 2. This added complexity put a more rigorous demand on the level designer, as they really had to put on a programmer's cap in order to use the scripting language in F.A.K.K. 2.Alden acknowledges that the game's length (or actually, the lack of it) is most people's largest gripe; the multiplayer patch is apparently still on its way. This should help extend FAKK2's life for gamers. In case you missed it, a new Mac patch for the game was also released today, so be sure to grab that if you haven't yet. And read through the rest of the postmortem for the inside scoop on the making of FAKK2.
Gamasutra Postmortem on FAKK2
IMG News: FAKK2 1.02c Patch Released
Gathering of Developers
Heavy Metal F.A.K.K. 2
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