Week 11
The integration of lights in GEM, our publisher, is now complete. Pierre will be working next week on the integration of light and shade in Quarter 1. Quarter 2 has come along fine and should be ready by the beginning of the week (after a hard weekend for Olivier and Eric). Stephane has finished the designs of Quarter 3 that Olivier will be responsible for modeling.
Loic has finished the design of the Mecaguards and the Mecadogs, and is now moving on to the game's character type. Philippe has made good progress on the real time characters (one demon and Jenna in two different costumes). Pierre has started the inside sets, the stores and the halls of the buildings in particular.
On the adventure management side, IAM, our intelligent editor, is making good progress thanks to the joint efforts of Fabien and Simon. We hope to be able to start managing the Inventory of objects very soon.
Fred, the programmer in charge of the Omikron Playstation version, is moving ahead rapidly, since after barely two months' work he has promised us a first version of the engine on Playstation for the end of the month. A considerable part of the tricky problems, including the optimized management of the RAM (the Playstation only has 2 Megas where the game on PC will run with 16 Megas minimum) and the conversion of the data formats are practically resolved. As on PC, one part of the difficulty comes from the fact that no one before us has ever managed a universe of this size and this complexity on Playstation. The challenge is considerable, since the anticipated sales on console are virtually equivalent (if not higher) than those anticipated on PC.
Refinement of the scenario continues. The game seems rich and varied, even if it is hard to get an overall idea of the Game Play from its description on paper. In any case, there should be really plenty to do in the city of Omikron.
See you next week.
Autor: David Cage
Source: Quantic Dream
11/01/1999 Eidos Interactive ships Omikron: The Nomad Soul
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