Magazyn
Serwis Half-Life: Hi.
Wills: Hello.
SHL: OK, first question. Who invented the idea of RP HL, how did he
do that (what was the motivation)?
Wills: Well the idea
of RPHL wasnt invented by one person, it was both me and Slaught (coder
and joint team leader). We had wanted to make a modification for
Half-Life for some time but didnt know what to do. We both know each
other in person (live round the corner from each other) and had both
been playing Fallout 1 + 2 alot, so we thought we'd go for some kind of
RPG. At the time I had been playing Action Half-Life alot and a group of
players had started some AHL Role Play Servers. We thought about it for
a bit and decided upon Role Play Half-Life. Noone had really done a
MMORPG at that point, apart from Master Sword, so we went for a real
world MMORPG. Neither of us are big fantasy fans and we didnt want to go
for a future style. We wanted to go for something that the market (both
in and outside of the HL communtity) hadnt filled, which was a real
world MMORPG. We decided it was the best thing all round and the day
after began finding a team.
SHL: RP HL is a very
ambitious project, you are going to implement new technologies (i.e.
Shotgun - my favourite weapon :)
server hopping) and you will have to do a lot of work. What is the
chance, in your opinion, to manage to release the finished version of
the mod and keep as many original ideas as you wanted to?
Wills: Well all the ambitious ideas that we have come up with have
already been implemented. Server Hopping is in and coded and works
wonderfully. I doubt all our ideas will be seen as original once the mod
is released but so what? We know we came up with them. And yes we will
release the mod! Why stop now when we've done so much?!
SHL: Is it difficult to design the whole project and keep everything
going on? How did you find people and how do you make them work (are
they lazy sometimes ;) ?
Wills: Designing the project
wasnt a problem, because both me and slaught are very creative people.
The design process was relatively simple anyway cos we tried to bring in
as many real life aspects as possible (whilst keeping it fun). We found
people by simply advertising on our site and on places like Planet
Half-Life and various other news sites. We have probably gone through
over 50-60 team members in the past year, we now currently have a team
of 25 people (including myself and slaught) and to be honest I couldnt
have asked for a more skilled team, they are ALL incredible, each one
has an amazing individual talent (as you can see from our website). They
are all very enthusiastic and produce a lot of work.
You say "How do
you make them work?" - well it's simple really. We don't. We let them do
whatever they want. We don't give deadlines, we don't tell them what to do
unless they ask. We don't shout and moan. We just let them work at their
own pace. Some people might say that this is the wrong way to approach
it, but I don't think so at all. You've only got to look at the amount
and quality of work each team member has produced for proof that our
system works. It also allows for a far more fun and relaxed environment.
If Slaught and myself were to start our own company, replete with a full
office and all - I would pay anything to get the whole team on board. I
would hire them without a moments hesitation. We also have a team mascot
called Doble who provides us with much entertainment on a regular basis,
so that helps to.
SHL: After reading the tech material at
you web site... a small feedback ("I have a brilliant idea!" like in
your FAQ ;).
Can all the shops/hospitals/stalls be just public
terminals that will heal/give ammo/feed a player for money? It would
undoubtedly simplify the gameplay and the mod production process.
Wills: The shops hospitals/police stations etc will be actual
buildings with an NPC behind the counter which you can interact with to
purchase goods etc.
SHL: Don't you think public banking
terminals (cash-points) would be a great idea? There would be no need to
create
traditional banks in each city section (map). And instead of
rubbery a hacker would be given an ability to crack the
cash-point.
Wills: Banking Terminals are already in.
Players are able to deposit cash in the machines and take cash out. It's
basically a save point for money, incase you die. You lose all the money
you are carrying on you if you die, so it's worth doing.
Looks good, very good!
SHL: Are you going to allow people to upload their own models or at
least skins so everyone can have an original, characteristic, virtual
look during the gameplay?
Wills: Well ok, this hasnt
been announced yet, for various reasons, but I suppose we can take this
opportunity to tell everyone. Although it's not concrete yet, and may not
be in the first beta (depends how it goes), we have decided to create a
system similar to Desert Crisis's whereby when you play for the first
time you can create a characters look. We are making lots of different
submodels which can be combined together. It takes DC's premise that
next step further and allows you to completely customise you're
character. You first select whether you want Male or Female and then you
can select: Head, Torso, Legs, Arms, and all the little bits which go
with each of those sections, like a hat or sunglasses, or boots or
stilletos etc. So basically EVERY player will be completely unique. The
amount of combinations is incredible. The system is being worked on at
the moment, and is still in its infancy, so as I say, it's not concrete.
But it is something we are very adamant that we want to include, as it
would add a LOT more to the fun.
SHL: The chat system -
don't you think that forbidding people talking using the Valve's Voice
Comm would make the game a bit too silent? A good solution would be an
ability to use predefined sayings (playing back WAV files after pressing
a certain key).
Wills: We have been told a bit more
about the Valve Voice Comm system recently and some of our conceptions
were false, but I think the general consensus from the team is still a
No. We have coded a radius chat system already, which allows you to talk
in different voice styles (Whisper, Normal and SHOUT) we feel this is
better than having a voice system which can sometimes be difficult to
hear or understand. It's unlikely we will be including prerecorded WAV
files as it's to predefined and the whole point of RPHL is individuality,
RPHL allows you to do WHATEVER you want.
SHL: In the "About"
section at your site you mention guns like OICW, M16A2, SPAS 12 or
M60. Are you going to allow players organise real wars?
Wills: It's up to them. There is a very blurry line between what is a
bannable offence and what isnt. It's an issue we are going to have to
deal with upon release. I have a feeling it will be one of our biggest
problems. If say 2 gangs want to have a war, then they can, as in RPHL
you can do anything. Basically as long as there is a reason for an
action, which makes sense within the world, then it's fine. So if a gang
war is something 2 gangs want to do - then go for it! But if a gang
rampage, involving killing innocent players happens, for NO reason (and
I can't think of any) - then the permenent ban button will be heavily in
use. In short - Yes if it makes sense and is logical.
SHL: The most popular question in the gaming industry: when are you
going to release IT? Please, don't say "when it's done" ;)
Wills: LOL :) Well sorry but I'm going to have to say it: When it's
done! We wont state a release date till we are within at the MOST a
month of completing the first release, mainly because people will
complain if the release is late. And we'll get angry. :)
SHL: OK, thanks for the interview.
Wills: Wills out...
Szyman (szyman@magres.net)
2002-06-03 12:02:37 | What can I say? :)
Can't wait to try the mod out.... |
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