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Warmaker
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  RE: 11. Development & Design April 25, 2003 7:19:49 AM    View the profile of Warmaker 
11. Development & Design

11.01 Is the Design Document finished?

Although we have completed the design documents for initial release, the design will continue to evolve throughout the life of the product. Your input through the Developer's Forum and polls will be invaluable to us when trying to work out these details.

11.02 What language is being used to program the game?

The language is C++ for client and server. The client is written under Windows, and the server under Unix. We will also be generating quite a lot of code in an embedded scripting language (this would run skills, usable items, quests, etc.)

11.03 What tool are you using for your in-game artwork?

We use Maya.

11.04 Are you going to utilize Hardware T&L (Transform and Lighting)?

Yes, we are using Hardware T&L.

11.05 What engine will you be using?

The Star Wars Galaxies team is creating an entirely new 3D engine for this title. The engine will be specifically designed to portray the Star Wars universe in the greatest possible detail. The team will be using Verant/SOE's experience in creating 3D engines for MMO titles and may incorporate elements from engines currently in development at the company.

11.06 Are your screenshots from the actual game? Are they retouched?

All screenshots are in-game. We do not believe in doctoring our screenshots up at all. The only thing we add is our game logo. Desktop wallpapers and Magazine covers are at the marketing teams discretion and are not considered screenshots.

11.07 If something is mentioned in the FAQ or on the website, does it guarantee it will be in the game?

This web site will endeavor to provide you with the latest information on what we intend to include in the first Star Wars Galaxies product. We cannot, however, guarantee that everything will make it in. We'll try to let you know if any features change and why we felt we had to do it. Features that do not make it in initial release will likely be prioritized and worked on for future updates and expansions.

11.08 Are you worried about continuity clashes arising with later additions from the movies?

Not at all - we have that covered. Lucas Licensing eventually approves everything we include in the game; Haden Blackman is responsible for flagging "danger areas" where continuity problems might develop down the road, and discussing these with Lucasfilm and the team. Major issues are taken to George Lucas for his feedback, but so far, this level of approval has only been necessary once or twice. As Content Supervisor, Haden is also kept up-to-date on the evolving continuity, which includes all the Expanded Universe sources and Episode III. We don't expect any major continuity clashes as a result of the films or any other future sources.

11.09 How much freedom does the development team have to create new or never-before-seen creatures for the game?

We have a ton of freedom here. We are planning to have quite a few creatures in the game and we're concepting creatures that have only been named before for various locations.

11.10 Can I use a gamepad or joystick to control the game?

Right now, we're focused on keyboard and mouse, and we haven't really talked about gamepads. We expect this to be a very social game, so we figure most people will want to type to talk to other players.

11.11 Will the Star Wars Galaxies team continue to work on the game after its release?

Some team members will go on to work on the Live Team, some will go on to work on expansions and some will go on to work on other projects at Sony Online Entertainment (some people do get burned out after being on the same project for several years). We will also bring additional people on the project after it goes live. The new blood will help keep the project going in at a healthy pace.

11.12 What is the difference between Lucasfilm and LucasArts?

LucasArts develops entertainment software, some of which utilizes that Star Wars license. Lucasfilm, specifically Lucasfilm Licensing, must approve all content that directly involves the License.

11.13 Is there a separate team working on the space expansion?

Space is not a separate team. The two products are designed to mesh together seamlessly.

11.14 Is ALT-Tab going to be disabled in the game?

We are not going to disable ALT-TAB. It might limit some hacking, but a determined hacker can easily get around it, especially in newer versions of Windows like Win2k or XP. It would mostly be a small inconvenience to them and a big inconvenience to everyone else.

11.15 Will the game take advantage of my system's dual processor configuration?

SWG takes advantage of dual-processor machines. However, the game will always be playable on single processor machines. Also, keep in mind that the game simulation is actually run on our servers, so users with dual processor boxes will not have any fundamental game play advantages. The SWG client, unlike most games, is actually multithreaded. The second thread is used for the fractal terrain generation. So dual processors will provide a notable boost to game performance.

11.16 Will there be a way to view the quality of my connection in the game?

There is a ping meter you can bring up as part of the HUD.

11.17 Will SWG support 3-D stereoscopic devices on the market?

No, there are no plans for support of those devices at this time.

11.18 Will I be able to play SWG in windowed mode?

Yes. You will only be able to play one instance of the game per machine however.

11.19 What are the default controls?

Although you will be able to remap any key and mouse button, we have set up what we consider to be the most requested styles. We feel the game is best played in the default SWG style, but we are aware that some players will be more comfortable with some established styles.

Our 4 defaults:

SWG style - uses type to talk and mouselook for movement. It maps most things to CTRL keys, supports a free and chase cam toggle, and has hotkeys bound to the Function keys.
MMORPG style - uses ENTER to talk and has a cursor up so uses the keyboard for movement. The left and right keys turn, not strafe. It maps the whole keyboard, and you can drop into mouselook if you want.
FPS style - is mapped almost exactly like the MMORPG style, except the left and right keys strafe not turn, and movement is controlled via mouselook.
ISOMETRIC style - is based on UO. It's type to talk, but assumes a cursor up all the time. Its mappings are just like the SWG style. We'll have the ability to drive with the mouse while the cursor is up.
11.20 Will Star Wars Galaxies support surround sound?

Yes, in fact we will support 5.1 and 7.1 speaker setups. We also support EAX technology.


 
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CMDR/DJK/CAP Warmaker/Viper 1-1/Phoenix Wing/mSSD Atrus/VE/VEN (=A=) (=SA=) (=FOCE=) (=JCPA=) (=SCPA=) [VC-B] [SV] [CBV] [IC] [LSM] [SBM]
Wing Commander Phoenix Wing
Viper Squadron Commander
"You can run, but you cannot hide"
"Have you ever kissed a Snake?"

Good Luck MegaDeth
Warmaker
ComNet Veteran
 
[VE-DJO] Dark Jedi Knight (DJK)
[VE-NAVY] Captain (CAP)
 
Post Number:  1023
Total Posts:  1023
Joined:  Nov 2001
Status:  Offline
  RE: 11. Development & Design April 25, 2003 7:24:21 AM    View the profile of Warmaker 
from the official FAQ
 
-----------------------
CMDR/DJK/CAP Warmaker/Viper 1-1/Phoenix Wing/mSSD Atrus/VE/VEN (=A=) (=SA=) (=FOCE=) (=JCPA=) (=SCPA=) [VC-B] [SV] [CBV] [IC] [LSM] [SBM]
Wing Commander Phoenix Wing
Viper Squadron Commander
"You can run, but you cannot hide"
"Have you ever kissed a Snake?"

Good Luck MegaDeth
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