Developed by: Bioware
Published by: Interplay
MDK2 Official Page: http://www.interplay.com/mdk2/
Estimated Release: Late 1999
Time to get Hectic again
Editor's note: There's a lot of hoopla over MDK2 - they've got a hot developer in Bioware, who are better known for their work on Baldur's Gate
than they are for 3D games. Are they up to the task? All preliminary indications show the answer is a resounding yes. Our man on the spot, Jakub Wojnarowicz, has scored a massive interview with Bioware's Greg Zeschuk, who's been very forthcoming with the answers to our game of ten million questions. Firingsquad's questions are in bold
, while Greg's answers are in normal text. On with the interview!
Tentacles or wires?
Firingsquad: Bioware is not known as a 3D action game developer - what sorts of
fresh insights can you bring to the genre?
Greg: One of our greatest strengths at BioWare is the development of stories
and characters. We've also got quite a few nutty individuals at BioWare
who want to make an entertaining and humorous game. The end result is
that we're not approaching MDK2 as a traditional action game but instead
making a humorous, action adventure game with lots of story and
character development. We feel these qualities are lacking from most
Firingsquad: Is autoaim still in, or will mouselook be in the game?
Greg: MDK2 still features autoaim. Kurt's sniper mode does not feature
autoaim since the player has to carefully direct Kurt's aim. We're also
exploring a couple of other twists with directional weapons (e.g.
flame-throwers) for the characters that would not use autoaim.
Firingsquad: If it's mouselook, how will it be done on Dreamcast?
Greg: At the current time we're using the analog hat/stick to do mouselook on
the Dreamcast. We're fairly happy with the result but we still have to
do some significant tweaking. We're considering giving the player a
variety of controller options on Dreamcast. Controls will be fully
configurable on the PC.
Firingsquad: Tell us about the graphics engine - hardware (OpenGL) only? Have you
reconsidered Glide, Direct3D?
Greg: We're using OpenGL as our primary development API we've been using it
for years. We're likely going to do some additional API support a
little later in the development cycle depending on card support issues.
Our graphics code is very well localized so it's not hard to change
APIs. We had a Glide version working a while back, mainly for kicks and
to prove it was pretty easy to port the code.