OMIKRON

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September News 2

Getting back from ECTS was rough. No time to recover from our wild nights with Lara, straight back into the Omikronian furnace (for Antoine and me, Pierre and his fiancee have gone on vacation in San Francisco ;-)
My week was particularly difficult (for a changeЕ), remodeling the Game Design, Game Play settings, meetings about IAM and important discussions about the future of Quantic Dream. We are currently negotiating with several different publishers.
I am also beginning to define our next two projects. So many ideas and so little time in which to realize them. The post-Omikron period promises to be every bit as busyЕ
At the moment I'm putting the final touches to the Game Design. In particular, I am integrating the player help system. And now I've also got a sufficiently detached perception of things to be able to see the weak points and correct them. The problem is that the scenario is built like a house of cards: if I touch one, the whole structure could tumble down. I'm also trying to optimize programming time and minimize programming in particular cases. Objective: zero particular cases.

Programming is making progress: Francois has integrated Mecaguard (robot police officers) management. The AI will be his next target, and ambitions are set high (particularly the fact that the enemy hides to avoid shots).
Regis has taken over in the special effects department, having practically finished the RGB lighting.
This week the animators are finishing the non-interactive animation for Chapter 2 (i.e. about 60% of the game).

This week I spent some time with Tony, our chief animator, in order to finish the animation settings for the adventure and the player's shoot. I think we are now getting an interesting result which provides easy manipulation, diversity and effective animation. It took us practically 15 months of tests, loading and screaming sessions to reach a result that satisfies us. Keep up the good work, Tony, we'll soon be thereЕ

With regard to PlayStation, things are coming along faster than expected (let's hope it lastsЕ). Olivier integrated the colored fog this week, and this greatly improves the graphic rendering. Our programmers have also found the means to double the volume of textures, which will enable us to have sets with practically no bitmapping. The graphic rendering and sound quality of the PlayStation version is beginning to resemble that of the PC Direct 3D version.

I promised a downloadable AVI for this site very soon. Daniel (our production assistant) spent a few all night sessions realizing the first real-time preview of Omikron. Download it from here.

Keep writing to us as much and as often as you like (I continue to lose sleep in order to answer you).

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
09/15/1998 September News 1
07/28/1998 July News 2
07/14/1998 July News 1
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SeptemberWednesday, September 23, 1998
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