OMIKRON

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Week Beginning April 20

We've already told you all about them but we couldn't show them to you because of exclusivity problems with the press. Now at last their uploaded! Here are the new screenshots from the Direct 3D version of Omikron! All in real time, of course. Here's what Omikron looks like.
Regular visitors to this site are familiar with me talking each week about the members of the team and what they're working on. Perhaps you were wondering what they look like, what our office space is like, etc. From now on we are going to try to regularly upload some photos of team members hard at work. It might just amuse you and it keeps our mothers happy, so …



We are finally making progress with the game play for the Arcade part, after a few weeks of confusion while installing the technique. Shoot and Feet/Fists Combat entered the settings phase last week.
Antoine added the latest functionalities which were lacking while Tony found a new technique for linking series of blows. Thanks to this technique almost all blows can be linked directly and new combos created. Antoine's integration of the Motion Capture shots has greatly enhanced the situation. The shots are incredibly spectacular, with camera movements making the most of the 3D environment. Omikron will be the first combat game to take full advantage of such complex 3D sets.
Christian has started work on the special effects for the combat part. They will further increase the visual impact of blows.

François has also made considerable progress with the Shoot part. For E3 we plan to present the shoot in one of the supermarkets of the city and a sequence in the Tetra trust's secret factory, with trains transporting merchandise, acid tanks, conveyor belts etc. The artificial intelligence programmed by François is giving good results, as are the new animation banks for the hero. One of the enemy plunges through some crates before opening fire on the player, a second appears from behind a column, while another executes a hostage before taking the player as target.
The enemy have a field of vision. They cannot know where the player is if they haven't seen him. Once they have seen him they can follow him through complex sets with numerous obstacles. One of the major difficulties in the intelligence: how to get the enemy to understand that they have to go round a crate in order to get to the player, or that they cannot see him through a wall? It may seem simple enough, but it was a real mind-bender and François solved the problem in style.

The settings for facial Motion Captue are coming along, but with some difficulty. The results are impressive but they require a lot of work.
All-night sessions are frequent. Tony Macfly, Christian, Antoine, Eddy, Daniel and myself are working hard to achieve the targets we set for ourselves. Although we are accumulating fatigue and getting fed up of eating hamburgers and pizzas every evening, the predominant feeling is good and enables us to do 16-hour days.

All in all, things are coming along pretty well. Unless we get hit by a major catastrophe we should have a roadworthy demo ready for E3. It's an ideal occasion to see whether Omikron stands a chance of being the next big hit from Eidos.
One way or another, we're working hard to make it just that

Watch this space.

Autor: David Cage
Source: Quantic Dream

11/01/1999 Eidos Interactive ships Omikron: The Nomad Soul
09/23/1998 September News 2
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WeekMonday, April 20, 1998
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