OMIKRON

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Weeks 29 & 30

The Feet/Fists Fighting part of Omikron is starting to take shape. Jean-Charles has developed the initial Game Play routines while Antoine is finishing GALE, our animation publisher. The character controlled by the computer is already giving a great variety of blows, moves around the player's character and repositions itself depending on the latter's position. The collisions have also been added with a reaction animation. An impact animation is linked to every blow (by our GALE publisher) for the character who receives the blow. The difficulty consists in accurately detecting the collision between fist and head, for example, and in playing the corresponding impact animation as quickly and accurately as possible. The result is starting to be interesting. Particularly since light and shadow are managed in real time on both characters in a real 3D set.
The work with our animator Tony is continuing. We have integrated a great number of combos and other special blows. The fighting part is really starting to be fun: the animations are impressive , and there are so many blows that it is easy to get into a rhythm without really knowing how you did it. This is what we liked most in games like Tekken and we are hoping to be able to reproduce the same sensation.

Hakim is making significant progress on our real time cinematic utility (RAM). It will allow us to control all of the player's independent animations by aligning camera movements and sounds to the nearest frame. Fabien has decided to take on camera management, so that Omikron will not suffer from the tricky problem of cameras passing through walls. He is working on a ray-tracing algorithm which should bring an original solution to this problem. If the final routine is fast enough, we should also be able to use it for the behavior of certain enemies (detection of the field of vision) and also for projected shadows (the shadow moves depending on the position of the light and bends on the walls).

On the graphics side, production is carrying on normally. The Catacombs level should start this week and the level of the snows (which promises to be especially beautiful) will be completed this month. The characters are coming along fine. Philippe is working this week on our first demon.

Still plenty of rush this week due to a major meeting at Eidos (Publishing Meeting). This is the chance for us to show the Eidos managers (and in particular the marketing team) what Omikron will be. Everyone worked very hard to show as much as possible.

More news and pictures of the game very soon.

Stay tuned...
Autor: David Cage
Source: Quantic Dream

11/01/1999 Eidos Interactive ships Omikron: The Nomad Soul
09/23/1998 September News 2
09/15/1998 September News 1
07/28/1998 July News 2
07/14/1998 July News 1
06/08/1998 Week Beginning June 8
06/01/1998 Weeks Beginning June 1
04/20/1998 Week Beginning April 20
04/13/1998 Week Beginning April 13
03/16/1998 Week Beginning March 16
03/09/1998 Weeks Beginning March 2 and 9
03/03/1998 March 3
02/16/1998 Week 39 and 40
02/02/1998 Week 38
01/26/1998 Week 37
01/05/1998 Weeks 33 and 34
12/22/1997 Weeks 31 and 32
12/08/1997 Weeks 29 and 30
11/24/1997 Weeks 27 and 28
11/10/1997 Weeks 25 and 26
10/27/1997 Weeks 23 and 24
10/13/1997 Week 22
10/06/1997 Week 21
09/29/1997 Week 20
09/22/1997 Week 19
09/15/1997 Weeks 17 and 18
09/01/1997 Week 16
08/25/1997 Weeks 14 and 15
08/11/1997 Week 13
08/04/1997 Week 12
07/28/1997 Week 11
07/21/1997 Weeks 9 and 10
07/07/1997 Week 8
06/30/1997 Week 7
06/23/1997 Week 6
06/16/1997 Week 5
06/09/1997 Week 4
06/02/1997 Week 3
5/26/1997 Week 2
5/19/1997 Week 1
5/19/1997 Preamble to Week 1

Weeks 29 & 30 Monday, December 08, 1997
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