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.
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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.