- Joined
- Mar 18, 2003
- Messages
- 17,746
- Reaction score
- 6
We talk to Elysium 2028.[br]Halflife2.net: Elysium 2028 has been in development for a little over 2 years
now and your design team has just recently chosen Valve’s Source Engine. What were
some of the specific reasons behind this decision?
stealth game based on tactics?
is to separate the game into six different episodes. How will the story transition
into each chapter? What kind of locations will each chapter feature?
Halflife2.net: The development team is a bit short with only four people
currently working on the project. Was there any times where you feared that the
release date was going to be delayed because of the shortage of staff members?
styles of gameplay attract different audiences of gamers. What audience is Elysium
2028 planning on capturing?
do you plan on any of the game to be in third person? Maybe when driving, ala Halo?
support for vehicles was very poor. Half-Life 2 has changed this dramatically and
with the introduction of the physics system, do you plan on taking advantage of
this feature in Elysium?
at once, much like Counter-Strike. Can you explain how the inventory system works?
for the player to use. Do you have an exact number of weapons, and what are the
basic categories of these weapons?
element about it - cinematics. The Source engine wasn't created for cinematics in
mind but as the site states, Elysium 2028 will feature many cut scenes. What did
the development team do to enhance the cinematics in Elysium?
busy life to participate in this interview. For more background information on Elysium
2028, visit their website here.
now and your design team has just recently chosen Valve’s Source Engine. What were
some of the specific reasons behind this decision?
Halflife2.net: What stage of development is Elysium 2028 in at the moment?Brendan: At the beginning, we actually had the Deus Ex 2 engine in mind,
and also considered UT2004, but after a while Source became the obvious choice.
It's visually beautiful, very flexible, and the existing support for vehicles
was very attractive. We were also happy with the excellent support infrastructure
Valve is creating for modders with Steam.
Halflife2.net: Will Elysium 2028 be a fast paced shooter style game, or aBrendan: Since HL2 and the SDK are not released yet, progress has been
slow, sometimes nonexistent over the months as we were all busy with jobs or university.
The delayed release of HL2 actually benefited us, because at this point we all
have a little more free time and we've been able to coordinate very well and start
accelerating our effort. At this moment the design is very mature, the episode
1 script is done, and work on models, textures, sound and music has started relatively
recently.
stealth game based on tactics?
Halflife2.net: One of the more innovative ideas you guys plan to releaseBrendan: We've tried to strike a balance between both. The single player
game will often call for either firepower or stealth, and many times we'll offer
multiple ways to achieve a goal, leaving the choice of methods to the player.
I have to say that while there will be plenty of chances to try to be Rambo, our
damage model is a bit unforgiving, and attacking a score of heavily armed men
without giving your actions some thought may result in grisly death. You've been
warned. Multiplayer is going to be similar. Instead of having one generic gameplay
mode where the primary objective is killing the enemy, we're going to have an
array of scenarios involving two and sometimes three teams where every team is
put into a role and given one or more conflicting objectives. Matches may involve
Counter-Strike style combat, or Splinter Cell-esque infiltration, or even some
scenarios that are race-like. Importantly, multiplayer will combine conflict outside
and inside the Elysium network, but right now we aren't going to give away a lot
of precise details on the latter, because we don't want to have people's hearts
set on something if we decide to change it around a little during play testing.
You'll have to come and talk to us about that when the mod has advanced more.
is to separate the game into six different episodes. How will the story transition
into each chapter? What kind of locations will each chapter feature?
[br]Brendan: Each episode will be several levels in a single world location.
There will be cut scenes at the beginning and end of each episode to transition
the player. We thought releasing the game episodically would be the best idea.
Since each location shares a lot of the same sounds and textures, we can focus
entirely on one episode before moving to the next, and this way we keep people
waiting for an initial release as little as possible (while maximizing withdrawal
symptoms for the following ones). The locations and their order has been pretty
much finalized, and we have some pretty exotic places in store, but we don't want
to give anything away other than that the game starts, of course, in Hong Kong.
Halflife2.net: The development team is a bit short with only four people
currently working on the project. Was there any times where you feared that the
release date was going to be delayed because of the shortage of staff members?
Halflife2.net: As a team of game designers, you would know that differentBrendan: In the words of our resident Scandinavian: "It was touch and go
for a while." We're not sure where he was going or what he was touching, but to
answer the question, no. We did have a small team, but then we didn't have much
to do. Now that HL2 is looming, we've been expanding the team, and have picked
up a few talented individuals but we still need skilled people to help with modelling
and 2D art.
styles of gameplay attract different audiences of gamers. What audience is Elysium
2028 planning on capturing?
Halflife2.net: Even though the Source Engine is mainly first person orientated,Brendan: I like to think that anyone who likes FPS games or dark, twisting
film-noir thrillers will be happy. As far as the story goes, if you liked movies
like Blade Runner and Ghost in the Shell, you'll like this game. With regards
to the gameplay itself, we're mixing a lot of styles, from Deus Ex and System
Shock to Max Payne, to Raven Shield. There should be something for all FPS fans,
and a few things you haven't seen before, especially what we're doing to incorporate
the Elysium network into multiplayer.
do you plan on any of the game to be in third person? Maybe when driving, ala Halo?
Halflife2.net: Because of the lack of a physics system in Half-Life, theBrendan: Unless it’s in a cinematic sequence, the perspective is always
first person.
support for vehicles was very poor. Half-Life 2 has changed this dramatically and
with the introduction of the physics system, do you plan on taking advantage of
this feature in Elysium?
Halflife2.net: As I understand it, the player can only hold only two weaponsBrendan: Yes. Cars will figure significantly in the game, both single player
and multiplayer, and we plan on putting a lot of effort into them to make them
realistic and fun to drive, including features like manual gear shifting. You
might find yourself involved in a car chase or two. In multiplayer, most modes
will see each team given a car to use as they see fit, and some scenarios may
be designed almost exclusively for cars. Ever watch Ronin?
at once, much like Counter-Strike. Can you explain how the inventory system works?
Halflife2.net: In Elysium 2028 there seems to be a large arsenal lined upBrendan: The inventory system isn't quite so restrictive. Much like Deus
Ex, System Shock, and Planetside, everything you can carry takes up space in grid-like
inventory compartments. You have one such compartment intended for your primary
weapon, one for your secondary, and a number of others, "pockets", for things
like grenades, spare ammo, or supplementary items. But there is no real restriction
on how you use the space you have. The compartments in your inventory are sized
so that you can only carry one large primary weapon, such as an assault rifle,
but if you want, you can ditch the rifle and use the space for two more pistols.
Or you can opt to leave a secondary weapon in favour of more ammo for your primary,
or more grenades, etc.
for the player to use. Do you have an exact number of weapons, and what are the
basic categories of these weapons?
Halflife2.net: The Source engine looks spectacular, but there is a missingBrendan: Whether it's a large arsenal by many people's standards, I'm not
sure. We have a quality-over-quantity philosophy with weapons. While lots of guns
are good, we want to make sure that the ones we choose to include are right for
the game. Each episode will introduce new weapons and include new multiplayer
scenarios, so I can't give you the exact number of guns as it is bound to change
constantly. The early releases will likely feature only about a dozen guns, most
of them modern or exotic weapons, such as the Heckler and Koch MP-7, the new XM-8
rifle, and the Chinese army's QBZ-95. Don't expect rocket launchers initially.
Right now the heaviest thing we have in mind is the HK69 grenade launcher that
can be seen already modelled on the site.
element about it - cinematics. The Source engine wasn't created for cinematics in
mind but as the site states, Elysium 2028 will feature many cut scenes. What did
the development team do to enhance the cinematics in Elysium?
Halflife2.net: Once again I'd like to thank Brendan for taking time of hisBrendan: We are acutely aware of HL2's limitation in this regard. We spoke
to Rick Ellis at Valve in person about this. Four hours and one SWAT team later,
we decided that it would be a good idea to start with writing our own tools for
camera control to facilitate the creation of high quality cinematic scenes. Hopefully
we can make whatever tools we create available for other modders to use as well.
busy life to participate in this interview. For more background information on Elysium
2028, visit their website here.