DEVELOPMENT (organisation)
Discover the secrets of the development of Dune Generations and the many features of SCOL technology.

Dune, one of the touchstones of SF, the captivating universe of Frank Herbert !

A world so famous that it attracts thousands of fans throughout the world, and has done for several generations…
Today, Cryonetworks is devoting considerable energy to gathering a team in a new adventure: to create a permanent online DUNE universe where, for the first time, players will battle to establish their own dynasty on one of the topmost steps of the imperial throne of Emperor Shaddam IV.
Our development team has the complex task of creating the guidelines for the game designers…who have pulled out all the stops: they've put their heart and soul into this. Now it's our turn to play!
How was the project organized?
We set up three specialized teams, each responsible for a different aspect of the game :

The Game System team

takes care of all the permanent aspects. It is responsible for developing secure databases for storing the game universe and players' actions. It also falls to them to create the entire production system (construction of buildings, military units etc.), but also to develop the code for the missions and campaigns that will be suggested to players. That's no mean feat when you consider the enormous mound of work the scriptwriters went through.

The Gameplay team
implements the numerous rules of the game that will allow and govern the interaction between the players. Alliances, trading, management of dynasties, espionage etc. are also areas that fall under the leadership of the game designers. In particular, however, it is the Gameplay team that is responsible for designing the game's AI system. We can promise one thing: players who are already thinking of tactical battles against NPCs ("non-player characters") as a simple formality can be on their way…

The Visualization team,
finally, with perhaps the greatest responsibility. This team manages all the visual aspects of the game, from the 2D interfaces to the 3D representation of the universe, not forgetting the special effects and sound effects. They are already hard at work on an attractive 3D engine. Initial tests look extremely promising and should allow the graphic designers optimum creative freedom.

To create all this, we have a specialized tool for developing multi-user multimedia applications; we rely largely on a technology named SCOL, a distributed client-server programming language optimized for online 3D applications. With this tool, we are able to reduce development time.
Make no mistake about it: the development of a permanent world is a mighty task on its own, before the wishes of the game designers are even considered, and they have also included an impressive range of functionalities in Dune Generations.
The true strength of this team lies above all in the osmosis among its members who all share the same tremendous passion for video games and the DUNE universe.

Fredéric MANISSE
Christophe LOREK

Lead Programmers Dune Generations