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Interview with Illusion SoftWorks
Illusion Softworks is currently developing Hidden and Dangerous in the Czech
Republic.
Answers given by Radek
Bouzek (Game Designer), Petr Vochozka (Producer), Michal Bacik (Main Programmer)
How many people are there working on the title Hidden &
Dangerous?
Petr Vochozka: The
basic team consists of 6 people, together with some additional people who will return to
other projects after completion of their work on H&D. All in all, about 12 people.
There were also others, who helped us with collecting information and with testing of
parts of the game
Could you give names and titles they have worked on in the
past?
Petr Vochozka: Most
of the people working for Illusions have started developing games in times of the 8-bit
computers, we have gained many people from professional graphic studios, but a huge
appetite for production of quality games is typical for all of them.
How easy is it to start up a development house and
to develop in the Czech Republic?
Petr Vochozka: There
are many good developers on the amateur level, but they cannot start development of games
on professional level without adequate financial backing, experience, and management.
Illusion Softworks succeeded in finding a strong foreign financial partner, and this
enabled us to work, right from the beginning of the project, on international standard and
to hire the best developers in the Czech Republic. As far as our technology, hardware and
software are concerned, there are no differences when compared with the Western countries.
What was your inspiration for the game?
Radek Bouzek: At the
time of preparations for the new project, there was lot of talk about games such as
FORSAKEN or INCOMING. Those were the titles with quality new graphics, but taking place in
an unrealistic world. We decided to take the route of a real, almost documentary, game. It
appeared to us that WWII is suitable because there are many sources of information and
plenty of pictures from this period. Besides, there was a niche in the market for this
type of game, and it seemed to us as a good idea to bring in the action strategy in more
modern accelerated coat from WWII times. It seems that this was a good assessment, as
there are many games on the market today taking place in that period of time. However,
nobody has come with our type of game, so it seems that the market is waiting for H&D.
The game is very WWII based. How and what did you use to
research the characters and environments in the game?
Radek Bouzek: The
WWII period of history is of interest to many people. There are huge opportunities to buy
materials in specialised shops, or to join one of the military history clubs. We have a
good relationship with some of the conflict veterans at one of these clubs. They have been
an invaluable source of WWII information. Also, a great amount of information is available
on the Internet. Our game does attempt to simulate precisely real actions of WWII; we were
interested in the atmosphere of that time and the period equipment. Our external
consultant studied at Military Academy and had access to a number of interesting
information. This fact will definitely show in the game.
At the moment technology and 3D engines are
more important than the game, so behind the gloss and image that is Hidden &
Dangerous, how is the game coming along?
Radek Bouzek: The
story and atmosphere are very important elements for us, and when we add the most modern
3D technology and effects especially developed for H&D, the players have something to
look forward to. Behind the barrier of quality technology is hidden a game with a perfect
story, breathtaking atmosphere, and well tuned playability.
What do you see as Hidden & Dangerouses
greatest competition at the moment, how do you feel this game will stand up against them?
Radek Bouzek: Due to
the fact that the game is very original, we are not too afraid of the competition. We
started the development at the end of 1997, at the time when titles such as Commandos,
Rainbow Six or SpecOps were not on the market. Even today, when we are compared
specifically with these titles, we keep on working according to original script, created
at the beginning of the project and thanks to our originality, there is no need to change
anything on it.
What do you feel has been your greatest
innovation within the title?
Radek Bouzek: Our
project utilises an innovative system to control number of figures in real time. It allows
co-ordinated attack by number of figures at the same time, as well as rapid real time
commands. The player can choose how to control the game. He can move in the game in the
same way as in SpecOps game, or he can simply program simultaneous attack of his soldiers
against number of locations and thus create havoc on the enemy base. The missions are
developed in such a way, that the player cannot succeed without use of good strategy.
What games would you say have influenced
the way you are putting this project together?
Radek Bouzek: At the
time when the script for HIDDEN was being developed, there were not many games, which
would satisfy our expectations of quality entertainment. So we tried to incorporate into
the script elements, which were missing from other games. We are all the fans of action
and strategy games, so we decided to put those two types of games together. Success of
titles such as SpecOps or Commandos assured us that our original assumptions were correct.
Players who liked those titles, but would like to have something more than that, now have
a new game to look forward to.
The AI within the game is touted to be very
sophisticated , how will this effect the characters actions on-screen?
Radek Bouzek:
Artificial intelligence of the enemy allows to live through actual conflict very
realistically. In the war, it is not possible for a soldier to run around the countryside
without taking cover, and to shoot down multitude of enemy soldiers at the same time. In
the same way, it will not be possible in our game. Besides, one or two hits will mean
inevitable death. Player will have to be careful, but fast, he will have to use moments
when the enemy looks the other way, or when the search light is pointed at the other part
of the garden. Once the enemies find out that they are under attack, it is going to be
very difficult to attack even one of the guards. The enemy soldiers take cover, lie-in on
the ground, run away from the time-grenade. AI also allows the enemy, in the event of
being under attack, to cover important sections of the base by means of a firing trap, and
the pursuing units are able to move on the entire level.
What sort of music will be used for the
game and how will this mix with the SFX within the game?
Radek Bouzek: For
this title we selected a movie style music, so that the players feel like watching a good,
dramatic movie. We would like the players to listen to a good modern scenic music with a
touch of drama associated with WWII period. The quality of sound is very good, so there is
no music during mission, but only during the menu. Sound effects used during the games
create the right atmosphere of drama and tension.
How many levels are
there going to be and how many man hours will it take from start to finish to end the
game?
Radek Bouzek: There
are 23 levels divided into 6 campaigns and another training level. The campaigns take
place on different locations of European war stage (Italy, Germany, Norway, the Danube
River, Prague, and the North Sea), are of different duration, and take place during
various seasons of the year. It is impossible to say at the stage of Batatesting, how long
will an average player need to finish the game, but our estimate is two weeks.
Could you explain one of the levels for
from start to end. Possibly your favorite level
Radek
Bouzek: In the
Danube campaign the player arrives to the mission location in a stolen German patrol boat.
The missions task is to destroy the lock gate on the Danube, but by coincidence
(previous mission) the player has no explosives. Close to the sluice gate, there is a
bridge guarded by German tank, and if the player manages to get hold of the tank, he can
use the tanks cannon to shoot and destroy the gate. It will require a surprise
attack from two directions supported by the patrol boat machinegun. This is the only way
to accomplish the mission. The player is, beside all that, pressed for time because there
is a pursuing unit from the previous mission on its way to the sluice gate.
The game engine seems very fast even on a relatively low
specced computer. What spec computer will you require (minimum)?
Radek Bouzek: The
game has several levels of detail and resolution. For running it requires 3D accelerator,
Pentium MMX 233 + 3DFX, and 16 Mb of memory can be regarded as a basic configuration.
However, such a computer will not have the Hi-res textures, nor will it have some of the
effects and a quality sound. Optimal configuration consists of PII 350 Mhz, AGP 3D card,
and 32 Mb memory.
The environments look very promising. There has been much
detail already put into the game, what level of realism are you attempting to achieve.
What incidental detail will there be ?
Radek Bouzek: Our
game attempts to portray some real WWII actions, we used known facts and interesting
moments of this conflict to create exciting gameplay on a realistic basis. So, the player
could find himself in locations where the feet of allied soldier never stood, but which
really existed, and attacks of which were contemplated. The game is designed to bring you
as close as posssible to being part of a WWII situation, without actually being there.
Will H&D have day/night phases, will it effect the
game?
Radek Bouzek: Within
duration of one mission the time of the day does not change, but individual missions take
place during various times of the day. Due to the fact that intelligence vision of the
enemy depends on illumination of the soldier, this factor plays quite a significant role.
The engine even allows the moving search lights and reflectors, and this also helps to
make the actions quite thrilling.
What kind of effects will be seen in the game. Will there
be volumetric effects like fog, steam. Possible realtime shadows etc.
Radek Bouzek: Our engine uses common
effects of todays games - things such as the smoothing, fog, mipmaping; all
alpha-maps are of course included. Especially developed particle system effect operates on
slightly different principles than is the case with other games, so that a fire or an
explosion, for example, definitely look better than in other games.
How agile are the
characters. What can they do?
Radek
Bouzek: The
players figure is equipped with three basic postures (stand-kneel-lie). Side-steps,
jumps, running, silent walking, looking around, and many other movements can be made in
all positions. Besides, most of the animations differ, depending on the type of weapon
which the figure holds in its hand. Reaction to hits into various parts of body is very
well developed. In the event of explosion in close vicinity, the figure has ability to
tear itself in a way similar to the one seen in the movie Saving private Rayon.
Stealth is a current trend within the gaming scene, hiding
in the shadows, stealing objects etc. Does H&D use stealth in a major way?
Radek Bouzek : Due to the fact that
intelligence of vision counts on illumination of the target, it is advantageous for
soldier to keep in the shadow, or to move around during the night. The enemy has many ways
how to trace movements during the night time. There are flares or search lights, flashes
from explosions or from firing, which all make the night game very exciting.
Vehicles are said to be controllable, what vehicles
does H&D include?
Radek Bouzek: All vehicles used in
the game are controllable. Number of missions are based on use of vehicle by the player.
Weapons are mounted onto some of the vehicles, and those weapons are usable during driving
of the vehicle.
Are you using a new curve techniques in the 3d engine,
NURBS, or any other "cutting edge " technology?
Michal Bacik : Without given anything
away; Our 3D technology and AI routines are among the best the industry has to offer.
Besides the single missions, will there be
ability to play network games with others, will you include deathwatches?
Radek Bouzek : We are
planning a networked four player co-operative mode. Each player being one part of the
squad. Much player communication will be needed to co-ordinate the mission, working
together a must.
Why would someone buy H&D. What type of person are you
aiming the game at?
Radek Bouzek: H&D
is a type of game incorporating a quality action in an interesting scenario, and in a top
class execution. The player can immerse himself into perfect adventure, and even though
the game takes place during WWII, he does not need any knowledge of its history. Our game
will be enjoyed by supporters of good action, as well as by lovers of strategy games.
H&D combines advantages of both these types of games, and allows playing the game in a
way which each individual player prefers.
Extra Questions
1.What are the team members favourite
games at the moment ?
Fallout, Half-Life,
A10!-Cuba, NFS III, Rainbow-Six, Starcraft, Eggs, Mechwarior II, Team Apache
2.What was the last CD
album you bought?
Radek Bouzek : Jaco
Pastorius
Peter Kubek : Metallica, Pulp fiction
Martin Bene : Adiemus,
Beethovens Symphony No. 6 (Pastoral)
What book have you just read ?
Radek Bouzek: Czech
poetry
Peter Kubek : Apollo 13
Martin Bene : Day of the Trifids
Favourite food ?
Radek Bouzek:
Chinese, Kung-Pao, Mexican specialities
Martin Bene : Chicken
Peter Kubek :
5.Wine or beer ?
Radek Bouzek : Smoke
Marihuana, drink only tea
Peter Kubek : Red wine
Martin Bene : Coca-Cola
6.What sort of transport do you have. A
fast car, or maybe something a little different.
Radek Bouzek: Fast
legs only. Maybe will have 15 years old car.
Martin Bene : Fast legs only.
Hes sharing crashed Renault 19.
Peter Kubek : None
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