GAMECENTER: How are you working multiplayer gaming? What will Blood support?
N. N.: This area is the most subject to change. We are considering adding drop-in network play for the registered version. This may or may not come to pass. The problem is that the game has been based on the older network model used in Duke from day one. For now, count on Duke-style networking, but hope for better drop-in network play and possibly TCP/IP support.
GAMECENTER: How have you expanded beyond the Build engine? What new tricks can we expect environmentally? Traps? Tricks? Visuals?
N. N.: The biggest advance in Blood lets us create maps that are truly three-dimensional. The renderer is the same as the one used in Duke 3D, but we enhanced it to allow it to display sectors over other sectors. This technique was later adopted by the Shadow Warrior team. The engine coder recently added another sprite-drawing technique that will outdate even polygon technology used by some of the newer games. Our sprites look more detailed without the square edges found in low-polygon-count sprites in those other games.
GAMECENTER: How soon can we expect to see the finished product? How about shareware?
N. N.: We are shooting for shareware completion before Christmas. That doesn't mean it will be released before or at Christmas, though. The release dates are determined by 3D Realms, and the schedule could easily slip if we decide to add more features to the game, like drop-in network play.
GAMECENTER: Finally, what do you think will set Blood apart from the other first-person games out there?
N. N.: The gameplay is the thing. Blood is being created by the best development team in the industry. As hard-core gamers, we have the highest standards for Blood for gameplay and realism. That's why we are planning to add features like drop-in network play this late in the project. We intend to make Blood the best damn multiplayer horror game on the market.