jimkern
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June 2009
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Back June 26th, 2009  

Its been about a month since I announced the sequel to the 2d sidescroller for quake 4 and things couldn't be better.  Working on this mod has been one of the smoothest rides ever.  Problems were getting fixed left and right.  The whole wishlist of features when making a game has been added.  This is nothing like any mod i've worked on before.

Why was it such a smooth experience?  Well the team is smarter this time around and knows more.  We are making it on Doom3 instead of Quake 4 which means more stuff could be done outside the sdk and quicker.  We were easily able to port the basics of HQ1 to HQ2... and then improve it.  The doom3 community also was a huge help in getting some much needed features added in.  I  would have never thought we would be able to get a fully controllable camera system inplace, or fix the collision issues we had in the first game.

Yet there is more to come.  We've added in almost every feature that didn't make the first game, and improved all the others.  It is trully a sequel.  The game feel very solid.  From the second it starts up, it has a polished feel to it.  Almost nothing feels clunky or hacky.   We are on track for a august release and i don't see anything stopping it development wise.  Nothing dev wise can stop it because we are 98% done with the codeing.  All the assets are also there.  Its inches away from becoming a finished product with only one thing missing, levels.  But making levels isn't a problem.  If everything else is done, then its just time  needed to finish them.  one out of the nine levels is almost done.  We might have even 2 done soon.  But who knows.  Either way, the amount of levels for our first release isn't a problem, as long as it gets done.

We didn't just make a 2d mod for doom3, we've made a 2d game period.  So many things could be done with it.  Its a very exciting time.

http://www.hq.atomicarmadillo.com

Back June 26th, 2009  

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