Today's Date: 19 November 2008

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 Interview
Interview with Project Leader and Lead Programmer: Chris Millward

What part do you play in the creation of "Future Scape"?
I came up with the idea for the game, I provide 99% of the coding for client and server, and I manage the development team. Besides coding I do get involved in map design, and some graphic work, but as a programmer my graphics leave a lot to be desired ;) At the moment I am having a go at balancing the stats used for combat :P I am generally an all rounder. The coding of the game actually started in June 2001. Two years later we have past the prototype stage. Development work on this version started in January 2003.

Where did you come up with the name?
“Future Scape” was actually just the first thing that popped into my mind whilst try to think of a name. At the moment it’s really just a code name, I am sure that it will soon change to something more catchy and fitting. We have had a lot of discussion about names in the team but nothing has really stood out above the rest yet.

Was there a reason for you to set the game after a Nuclear fallout?
The game idea stems back to some brainstorming I did when I was 13 years old :O People always fear weapons of mass destruction, and technology advances are starting to worry some people even more. I originally came up with the idea after watching the film Mad Max. My initial concept was to have a MMORPG using cars as the main theme, but fitting in with the same general story. Almost like a combination of Mad Max & Diablo & Road Blasters. The funny thing was that the concept of a MMORPG didn’t really exist back then (nor did the net), I just wish I could have started coding sooner ;)

Without prying too much what things can we look forward to with this production?
We are trying to do several things that haven’t been done before, but I don’t want to spoil too many of these surprises ;) Basically we are aiming for a MMORPG, which means lots of players all working and competing online at the same time. The aim is to have a rich interesting environment, with plenty to do and a highly rewarding levelling process to keep people wanting more. One unique idea is to allow players to join the game as a random creature! This will allow them to attack players and play from the creatures point of view. But we will think carefully about how to restrict these sorts of features before implementing them.

How would you rate the level of your in house designers for this project?
The expertise of the team is second to none, they are very dedicated and I enjoy working with them all. To be honest the only person I doubt in the team is myself :P Trying to write a fast server is NOT easy!

Once you release "Future Scape" and knowing the possibilities of graphics will you be producing another game, maybe even "Future Scape 2"?
I think most developers do tend to release further titles using enhanced versions of the game engine. So, yes! It’s highly likely that somekind of follow up / or upgrade would take place in future.

Do you feel having a smaller team of designers and artists better production?
It swings in roundabouts really. The benefits are that we have less politics and more fun, but the downside is we don’t have enough people to go as fast as we would like :’(

Isn't it slower that way or is it more productive?
Very similar answer to the last question! I think it is slower, but we do tend to get things done.

I see from our website you are looking for more Team Members could you elaborate more on that for us.
Yes, I think we need at least 2 more 3D Artists, this work comprises of designing and rendering 3D models. We will also require map designers, but at the moment there are no where near enough models to justify recruiting.

Is there anything else you would like to tell anyone who's reading this and looking at the Website?
Thanks for visiting, please join our forum and give us some of your ideas.

Interview composed by C.D.Martin
All content within these pages is (c)2003 C5 Software


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