|
KKND 2: Krossfire Development Diary - 1
Australia's
Beam Software is best known for their real-time strategy game Krush,
Kill, and Destroy, better remembered as KKND. Sure, it was one of
the first Clone & Conquer games, but hey, it was a pretty good
clone. Looking to build on that success, Beam has been developing
KKND2: Krossfire, a game that looks to bring the original up to
late 1990s levels of features and gameplay.
Just how does a company go about
producing a game like this? Well, Judy Routt, a spokesperson for
Beam and avid observer of the development process, provided us with
this diary she kept of the various milestones the KKND2 team has
passed through as they worked on the game. It's a pretty funny tale,
all things considered, and even though this is provided by the developer
(i.e., it's not written by us cynical journalist types), it's got
some good insights into the development process. Enjoy.
It's going to be more a record of
milestones than of day-to-day activities in the KKND room as I am
observer and chronicler rather than a member of the team. Why did
I get this job? Well, the Diary was my suggestion and folks said
"Great idea, Judyyou can do it then!" Hmmm, maybe
in the coming weeks I'll regret my big mouth, but I don't think
so.ú
So, I guess I'll start by describing the team and
the project. Justin Halliday 's in charge of the teamhe sets
milestones and makes executive decisions of what to add or take
out of the design. He is a pretty hands-on Producer and pretty cluey,
so nothing gets past him.
Craig
Duturbure's the designer. He's written and rewritten (and rewritten
again) the document which is the project's bible. He's worked out
the back story, what all the units will be and all the new functions
of the game. The design document is a veritable tome. So,
this is the first milestone: the document is pretty much finalized.
Craig has been working feverishly for quite a long while to complete
the final unit designthe trickiest part is, I gather, to make
the units' cost and capabilities kind of balance so that no one
unit is too kick-ass and no one side is superior.
Let me tell you in broad brushstrokes about the
KKND2 design. The game will incorporate a third sidethe Series
9. The story goes that before the great war of 2079 there were nine
separate series of robots created to carry out the menial tasks
in life. The nuclear missiles of the great war were directed at
the cities, slagging all city-dwelling robots but leaving the agricultural
Series 9 robots intact. After the war the Series 9 went completely
berserk, destroying all the remaining series 5 - 8 robots who threatened
their natural outback existence. These robots have come upon the
two factions of humanoids occupying the Earth and are now warring
with both sides.
Also decided by Craig is that that
KKND2 will now include amphibious units which are capable of dishing
out death over both land and sea, and aerial unitsthree types
for each army: fighters, bombers, and unit transports. "Orange
Krush" is the working title for KKND2, however to me it sounds
too much like a flavored crushed ice drink! Hmmm!

Okay, back to the team members.
Dan Tonkin, Toby Charlton, Jeremy Kupsch and John Tsiglev are the
project's artists. John is responsible for bringing the backgrounds
to life, and the other three will work on the enormous number of
sprites that will be required. Shane Lontis,
Paul Baulch, Andrew P. Scott and Louis Solomon are going to be programming
KKND2. Andrew's doing unit programming, Shane is lead programmer
and gets to do such things as graphics routines and Paul will program
the computer player, but all of them get to do other things too.
Louis is general Windows programming guru and is also going to be
doing the network coding to make KKnD2 play well over a TCP/IP link.
That seems like one of the toughest assignments.
Okay, those are the core team members. Also involved
will be Damien Borg, who'll do the front-end art, and Brian Uniacke,
Greg Johnson and Rowan Summers who'll assemble the mission maps
when the time comes. Marshall and Gavin Parker are starting work
on the music and sound effects and I have no idea who will get to
do the missionsthere's talk of an internal competition, which
would be fun.
So, that's pretty much everyone.
Next installment I'll have more details on how the game's starting
to look as code and art begin to take shape.
|