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Wrap Up When we finished SIN, we were pretty convinced that it was free of show-stopper bugs. Unfortunately, a few major bugs slipped through, and we immediately started working on the 1.01 patch. These bugs represented a big letdown to the team, because we literally had been in crunch time almost the entire previous year. We took a heavy beating from the online community, but after the patch was released, things started shaping up and some good reviews began to appear.
In summary, SIN was a major project, and we spent a lot of time making it fun. If we had to do it all over again, we probably wouldn’t make the conversion over to the Quake II source code; that was a major pitfall in the project. The entire team took a well-deserved vacation over the Christmas holiday and has returned refreshed and ready to begin development of Heavy Metal F.A.K.K. 2 and and a yet to be announced project. Scott Alden (aldie@ritual.com) is a graduate of University of Florida Computer Engineering Department (1993). He worked as a developer support engineer at 3Dfx for a year, and then went to Ritual Entertainment as one of the threee programmers on the SIN project. His next project will be programming on HEAVY METAL: F.A.K.K. 2. Ritual's Beau Anderson (beau@ritual.com) and Richard "Levelord" Gray (levelord@ritual.com) were of invaluable help in writing the art and level design portions of this article, respectively. |
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