Planet Daikatana heeft een interview gehad met Noel "Shadow" Stephens, A.I. junkie voor Daikatana. Daikatana is dat spel dat over 10 jaar uitkomt, (als we geluk hebben)
What are some of the major changes that have occurred in Daikatana since you have been gone?
Wow, that is kind of a difficult question to answer because there has been SO much change and most all of it is VERY COOL. I guess for starters the weapons are looking way cooler and have come a very long way. Along these same lines, there are all sorts of level enhancements/changes that are making the game really stand out. In terms of the monsters, In Soo has done a fine job at creating a very simple Goal/task oriented system which is going to make my job much easier. Also some of the sub-plots that John has put into the game are just freakin' cool. Now that I am working on the game and have seen all the kewlness that it emits, I have become very excited for the people who are going to get a chance to play it with "little" or "no" knowledge of what they have in store for them. Kind of makes me wish I could brainwash myself just so I could see the final product with "virgin" eyes.
What monsters will you be working on first?
Currently I am working on the Doombat. The Doombat is really a good monster to start with. Not because it is simple, but because it is a little more complex due to the fact that it is flying all the time. This is giving me a real good feel for the whole A.I. system. I am adding smoothed corner turning with yaw/pitch/roll changes which will really give the Doombat a good "flying" feel to it. The Doombat also changes its fighting style based on how much damage you have done to it, a little dash of random numbers, and then also what you, the player, are doing. I won't give away the 'surprise' attack that I added to the Doombat, but let's just say that if you freak the Doombat out too much he might just do something that will leave the player in a 'gib' shower.