Brink Q&A


(badman) #81

Thanks to everyone for submitting your questions. We want to give you more opportunities for Q&A sessions with the dev team but for now these are all the questions we can take at the moment. Gotta save some for later. :slight_smile:


(tokamak) #82

You guys have already done more then enough, it wasn’t intended to cut the grass before your feet (is that an English saying?).


(Floris) #83

You just had to come in and spoil the fun… Well I guess we should be very grateful that you already answered so many of our questions :slight_smile:


(darthmob) #84

[QUOTE=Florisjuh;193129]You just had to come in and spoil the fun… Well I guess we should be very grateful that you already answered so many of our questions :)[/QUOTE]See it like that: There are still lots of months before release and what are we supposed to do when all questions are answered?

Imagine a bunch of children sitting in kindergarten before l(a)unch. They keep asking questions about the meal and the more they ask the more hungry they get (as it is a nice meal that is being cooked). They can nearly smell it coming from the kitchen but it’s still a long while until it’s ready.

When all questions are answered the children will want their meal badly. Most likely they would start singing “wir haben hunger hunger hunger…” (we are hungry hungry hungry; it’s a popular tune in german kindergartens and I’m sure there is an equivalent song for english children) and drum with their forks and knifes on the table.

To keep the children happy and the excitement on a steady level you have to spread the questions over the waiting period. In addition ingredients may change. What if the potatoes have gone bad and had to be replaced and the kids were already expecting them as a part of the meal? It’s best to spare some of the details for later on.

(lolz, I did not intend to write that much but I had to think of the analogy Rahdo (I think it was him) used in one of the interviews to compare the connection between story+gameplay and broccoli+dessert :wink:)


(badman) #85

Don’t worry, there’s lots of fun to be had over the next few months :slight_smile:


(madness) #86

oh demo out soon ?

:smiley:


(tokamak) #87

Maybe they hand out a character customizer like we had with Spore.


(Floris) #88

Haha that’d be awesome

/me looks at jRAD and Flawe


(Pytox) #89

Tapir shirt in brink ftw :slight_smile:


(SebaSOFT) #90

AFAIK a demo were shown at E3, can we have a glimpse of that video?


(mortis) #91

I’m going to toss in a vote in favor of dedicated servers, just for the record…


(badman) #92

This should make you a happy man, mortis: http://www.ausgamers.com/news/read/2756592 :slight_smile:


(dommafia) #93

:stroggtapir::stroggtapir: The whole “We’re still working that out” had me worried before :wink: :stroggbanana::stroggbanana:


(Shiv) #94

YAY :)…
now i can frequent ! again :stuck_out_tongue:


(mortis) #95

Wewt!!!


(Hoffa) #96

[QUOTE=Rahdo;193054]It’s Q&A Fright NIGHT! Thanks Toka for coalating the whole thread into one easy to answer list.

[ul]
[li]Map making more, less or equally involved as ETQW?
[/li][/ul]I would say more involved overall, specifically because we’re not a heightfield based game, unlike ETQW. Everything in the world is modeled and imported. BUT, it’s not my job to actually build levels, so maybe I’m speaking out of turn. I’ll ask Hoffa next week what he thinks.[/QUOTE]

Levels in Brink can be made with the same brush method used in quake wars. But we’re building the levels slightly more complex using many modular and bispoke models. Brushes are still used as much as possible though, as they are far more efficient when it comes to compiling.

So to answer your question the full map making process in BRINK is a lot more involved than ETQW. But when blocking out maps, the level designers can build/change as fast as ETQW using brushes.


(system) #97

Yeah, I’d like to see this too!

P.S. I heard that PSi-Tapirs are to be included in Brink :stroggtapir:, can anybody confirm this?


(Joe999) #98

as Brink is “close combat” and got lots of cool character animations (so i’ve read), what about the knife fights? will they get special animations/tactics or are they more in ET-style, ie is there more to it than just a simple stab ?


(tokamak) #99

It would be quite cool to damage a player by letting yourself drop on top of him, the smart system almost seems to be made for that feature.

Tactically it’s interesting as well, you give up a strategic position for the sake of killing someone.

Naturally the damage should depend on the height of the drop.


(Floris) #100

[QUOTE=tokamak;193577]It would be quite cool to damage a player by letting yourself drop on top of him, the smart system almost seems to be made for that feature.

Tactically it’s interesting as well, you give up a strategic position for the sake of killing someone.

Naturally the damage should depend on the height of the drop.[/QUOTE]

Can someone say “Goomba!”? :slight_smile: