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Friday, January 14, 2011

Holodeck

Hello again everyone. This post is purely a monologue of thought, so you may or may not be too interested in reading it, but I wanted to post it anyway.

Back in the early 90s, a young programmer named John Carmack was working for a small company in Shreveport, Louisiana. He lived and breathed games programming. He grew up watching Star Trek and seeing the members of the crew use the Holodeck - a special room that could simulate any desired environment.

He wanted that to be a reality so badly that he, quite literally, devoted his life to making the Holodeck a reality. His results in this excercise led to Wolfenstein 3D, Doom, Doom 2, Quake 1, Quake 2, Quake 3, Doom 3, Quake 4 and now Rage. All increasingly amazing game engines that made it more and more possible for people to get close to a true virtual environment.

One thing, however, that has not made it into all of the ever more advanced games through the ages is realistic dialogue. A dynamic conversation system that is indeed relevant to the game world as it stands would be an amazing achievement in the games industry. It is also one that I plan to achieve with The Sword of Ahkranox.
Dynamic dialogue systems are somewhat of a speciality of mine. I have been fascinated with things such as the Turing Test, etc from a young age (I know, I know... NERD) but since I first started programming back in 1998 it is the single one thing that I have worked on over and over again.

Long story short, MSoA will have some pretty interesting characters whose dialogue will shift, change and adapt based on world events.

I can't guarantee this, of course, since it's something that's never been done before in a video game, but I have high hopes. I'd love to know what you think of it being like that in a game...

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