Interviews

Eric Walker

Q: Will a demo be available?

Eric: A demo will probably be available at some point. We would really like to see if we can sell this game and start driving Maseratis, but we are still trying to determine the best way to do that.

Q: What have you been doing since the last IGF?

Eric: Spending my weekends working on Strange Attractors 2.

Q: How has SA2 improved over SA1?

Eric: In just about every way there is! The levels are more planned out, the graphics are leaps and bounds over the last version, there are more modes of play, the sound system is significantly improved, and it still maintains its one-switch playability.

Q: Was the “One Switch” community still a factor in the development of SA2?

Eric: Absolutely! The “One Switch” community was what really inspired the first game. I think we did such an impressive job making the first game with just one switch, that it would have felt like a step backwards to loose that functionality in the sequel.

Q: Will you be conducting an open beta at some point?

Eric: Probably not any time soon. We do need beta testers though, so if anyone is interested they can inquire at Ominousdev@gmail.com.

 

Scott Stanfield

Q: From a technological standpoint, what are the major differences between the original Strange Attractors and its sequel?

Scott: The biggest difference is the move from partial 3D / 2D to full 3D. Even though the game is still played on a plane, almost everything is now a 3D model instead of a bitmap. The sound system also took a large shift towards 3D over 2D Everything is based around your position as a player, thus sounds which should be heard to your left, right, etc., are now played as such. The entire engine in general has received huge upgrades across the board.

Q: What 3D engine did you use for SA2?

Scott: The 3D engine is actually one I wrote from the ground up based on Direct3D. It has since been dubbed the “Ominous Engine.”
It has evolved from simple textured triangles all the way to taking complex models with animations and materials from 3D programs, and able to dynamically change their behavior as the game is being played. It takes full advantage of newer shader technology and supports other effects like dynamic shadows.

Q: Impressive. What’s been the best part of working on this project?

Scott: Being able to work on video games, something I’ve always been very interested in, and doing so along with some great friends I’ve had for a long time.

Q: Anything else?

Scott: I’m extremely proud to be a member of this team that has come essentially from nothing game design wise, and with very little help along the way, we’ve progressed to what we are now.



Written by

Christopher M McGarryChristopher M McGarry
June 5, 2013 - 8:51 pm


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