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MikeKulas50 karma

Thanks, Jediluke! We have no one working on multiplayer now and we are very focused on hitting our single player date. However...I do think we'll have some of the old-timers getting started on mp things. Very hard to stay away from it.

MikeKulas40 karma

I'm not sure I would say D4 was canceled as a result of D3 sales. It was a very complicated time for Interplay and Volition (who would have been the developer) was already working with THQ. I suspect I was already in early discussions with THQ about the sale of Volition. (That processed started-stopped-resumed over more than a year.)

Anyway, genres can come back and it's our belief that there's a strong audience out there for more Descent.

MikeKulas30 karma

I think you must be referring to Overload. We've got Dan Wentz and Allister Brimble from Descent to write music and do sound effects.

Guide-Bot? Some people asked for a stretch goal to not have him. ;)

Don't know about Game Preview yet, but that would be very cool.

MikeKulas20 karma

Well, it certainly feels like Descent 1, right down to the small office. And after four years out of industry, it feels like my first game again.

MikeKulas19 karma

Gonna be quick on these:

1) So far visual, but a good cue for the player. Have discussed shooting off weapons, not sure if it will happen.

2) Loved blowing out lights...

3) We experimented with UE & Unity and found iteration time to be faster under Unity and felt the lighting system worked especially well for us.

4) Lighting now can drive gameplay. You can identify robots you can't see by their shadow profile.

5) Water isn't hard -- Luke just hates it. We don't understand why. Keep bugging him.

6) We have kicked around a few ideas, but it's important to be careful in expanding scope. Descent was a tightly focused game and that worked well.

7) Haven't settled on any other scenarios yet. Will need to pretty soon.

8) Same as (7).

9) Can't yet, sorry. Hope to during the campaign, though.