Duke Nukem Forever Update
Early this morning, George Broussard (3D Realms Partner, and Duke Nukem Project Leader) posted a message on our Web Forums detailing some of the recent happenings regarding Duke Nukem Forever's development. This is what he had to say...
I'll try to clue you in a little:
Code: Been adding lot's and lot's of neato features so our mappers can do insane, and I mean insane amounts of interactivity. Also working on things like skeletal character system, level of detail, and preparing to do a major patch to Unreal's version 220+ code base (January).
Maps: the guys have been working steadily on majorly detailed level scripts, so that we know where you are and what you will be doing on a level per level basis. This is analogous to a blueprint for a house, or a script for a movie. They are about to start on "real" maps according to the scripts we've drawn up. Major design meetings and level reviews have been taking place as we continue to refine the game.
Art: Modelers have been building some characters and smaller decorative objects for the game. We are amassing a library of items that can pop into the game at any time and they know how to react to being shot or used. Texture guys are always jamming on textures for the levels, or skins for the characters.
Concept sketches: Been working on nailing final looks for Bombshell, and storyboarding some cinematic sequences. About to start doing sketches of level locations so the mappers have a good visual to build off of. Will continue with character sketches as we refine what will/will not be in the game.
That's a brief run down of what we've been doing. The major part of the last 2-3 months has been uplifting Unreal to do a lot of what we wanted DNF to do. We are now 95% happy with the interactivity we can do and are moving to more mundane things like Unreal patch upgrades, weapons coding and neat little interactive touches.
All in all, things are going great and we're about in our stride in full production on the game. We'll also probably be building a small motion capture studio in house and getting the equipment in here ASAP (as we've done the research and demoed a couple).
We've still got an immense amount of work to do, to bring the game up to playable "game" status, but all the separate parts are coming together and we're all really, really excited at what we see forming.
Thanks for the patience and support. DNF will rock you.