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Author Topic: Plastic Piranha - Interview Part 1
Welshy
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Category: In The News
Posted: Saturday, Apr. 7, 2012 06:25 am

To some people the name Ricochet conjured up images of an Acorn Electron, hourglasses and "SPRAT", (Yes you may google that before continuing) to others it was a mod for the original Half life.


So it seems we have another game of the same name, but if you're thinking that Plastic Piranha’s Rikochet has anything to do with those you'd be wrong...dead wrong...a lot wrong...in the face. It's not just the spelling that is different here, it's so much better than that...


Last week we got the chance to chat with the gang behind Rikochet, the aforementioned Plastic Piranha. Jason “TrailerTrsh” Brice, Chris Murphy and John Sonedecker were gracious enough to spare some of their time to tell us a bit about Rikochet.


MODSonline:


So tell us about Plastic Piranha? - How did you form, where did you start?


Jason Brice:


I started way back modifying maps for Dice, working with Battlefield 2142. It all kind of started when the first map I released to the public over the internet (OPERATION SHINGLE, YELLOW KNIFE, MOLOKAI, STRIKE AT KARKAND and OPERATION BLUE PEARL). The very next day I got an email from them asking if they could make it a ranked map and I was like “Sure if you like that one I’ve got plenty more where those came from” and that basically started a relationship with the team over there at Dice.


When we got finished and released them in the 1.5 patch, I saw the response from them and the community and I thought to myself that if they liked them then why not try to start something up on my own. That's sort of where the idea started from. It's been a bumpy road to get to this point, we've had a few people that were part of the original founders group that are no longer working with us.


After about a year an a half, around 6 months of learning the UDK and a year with the full engine, we are just about ready to start showing off some of the stuff we've been working on. It's been a much bigger task than I ever envisioned and it's been tough but we are finally starting to get there and I’m really looking forward to getting it out there.


Actually we started awhile back before that. The first thing we ever released as Plastic Piranha was a little card game that didn't really see the light of day. It worked great and it was very cool, but it was it was sort of average. What it did tell us is that yes, we could put our minds together and create something. Was it something that we wanted to put out and make it our first title?, no, we had bigger ideas than that and we wanted create something much grander than that. I like to try to climb the mountain from day one. Here we were doing little card games but we decided that well...we like doing shooters, all of our experience and history behind the whole thing was in shooter games.


We messed around with the torque engine a little and saw that it's good for a lot of things but wasn't suited best for what we wanted to do. It was at point that we got turned onto the UDK and it seemed like it was the best engine for what we had planned.


MODSonline:


It started out really good for you guys then? - You started with the UDK and then blossomed into something with Epic


Jason Brice:


Yeah it did. They extended us the option to get into the full source code of the Unreal engine 3, which was huge for us. Mike Gamble is one of the gentlemen over at Epic who's been interested in helping us out. He's basically set up our support contract and the whole nine yards and we're internally grateful for that. We're pretty excited about working with them and are looking forward to getting onto the unreal Engine 4. Well...As soon as well can get our hands on it. That will probably be for the next project but yeah, we love what they are doing.


It's a good middle ground for us. Some of us come from working with the original battlefield engine and the frostbite set-up and others come from working with radiant for the call of duty side of things, like ZeRoY and Matts (Sorry if I spelt that incorrectly) and then we have John Sonedecker, who was with Ghost Recon and Redstorm when they first started. He was one of the original map makers behind most of those great maps. He has been working with unreal for a long long time, so he's been a huge asset to us.


We are also working with Hourences, The creative Director/Project Lead behind the ball. He's brought a huge wealth of information to us. Then there is PreDrag (Again sorry for misspellings), he's one of our environment artists, he was also working on unreal along with some of the dungeon defenders stuff.


We've got a pretty nice, broad and unique team here, that's able to cover quite a range of game engines, but this one (Unreal) suits our talents best. Really when you are dealing with an engine you're dealing with the tools and the outcome are exactly the same, you just need to relearn the language and what you need to do in the engine to make those same things happen. I've found it to be a really great engine. After about 6 months or so we've gotten really comfortable and now we are hitting the 12 months mark we are really starting to dig deep into it. It's defiantly very cool.


MODSonline:


You mentioned some of the editors that are you working with, what other tools are you using?


Jason Brice:


I'm sure John can help me with this but we are using the Unreal 3 Engine along with all of the Autodesk suites. 3Ds Max, Maya, scale-form, mudbox, zbrush. There's some motion capture stuff in there as well.


John Sonedecker:


We're using motion builder for that. We're pretty much have anything Autodesk available to us. The good thing that they've done recently is made it really simple to transfer assets from one to the other. It allows the guys to use pretty much anything they want. It comes down to what your comfortable with. I've been a Max user since day one, I used the old 3d studio before that, so I’m pretty comfortable in that environment and nobody has been able to get me switch yet, so that's what I stick with.


Jason Brice:


They're also some third party stuff we are using. There's speed tree, we've got a licence for that, to use they're models. We are also using Simply gone to do our Level of detail. Now we are getting into an evaluation period with enlighten and geomerics, which is basically the lighting engine behind Battlefield 3. So that's pretty much what we are using...oh and photoshop and all that type of good stuff.


MODSonline:


Wow that's a lot of software, that can't be good for the bank balance?


John Sonedecker:


Yeah nothings cheap in this industry.


Jason Brice:


Yeah that's one of the things you find trying to make a game like this, as a small start-up, when you start building things from the ground up, you find out pretty quickly just how much things cost. You think you can do it for a few dimes and you get into it and you realise that it's going to take a substantial investment to get it done.


That can be hard thing, especially when you are trying to remain independent and still have control over what you're doing. I guess there are different ways of getting that funding but the way we look at it is that our team was born out of the community that turned into a driving business. That's something that's been unexpected, it keeps us on our toes and we learn something new everyday.


MODSonline:


How long would you say the game has been in development? Also did it start with someone bringing “The” idea to the table or was it more like “we want to do something, let's come up with idea”?


Jason Brice:


It came out of the fact that we knew we wanted to do a shooter and basically that was set from day one. So I guess the idea was born before there was even a name to the idea. Honestly we have really been in the execution phase for only around a year. We probably spent more time thinking we were in development but really we were just getting to know the engine and learning all we could about it.


I think there was point when we got access to the full Unreal engine 3, we scrapped quite a lot of stuff and said “look we have the proper tools now” to get everything done right, along with help from epic. Lets do this right and get a team together and start working on it.


Those first few months were deciding that we wanted to do an fps. I think there's a really early Youtube video of like a work in progress of one of the subway maps, and it just looks horrid. It looks nothing like what we've got now, but for me it's kind of neat to leave it up there because it's a reminder of what we striving for. We want to people to see the progression of our work. In fact I think that was from back when we were still using the basic UDK.


Now we've got a really nice and intricate weapons system. We've got 40+ weapons in the build, 5 different classes, each class has a minimum of 5 weapons. Some have 6, some have 7. Each class have separate pistols, there's a standard array of grenades that you'd expect to find in any shooter. They're also Molotov cocktails. We've also started looking at an RPG as well a nice knifing system in there that's more like BF3's but it actually has a couple of different attack methods that you can use.


So yeah it's come quite a from running around in those early levels, it's definitely moved forward a lot since then.



MODSonline:


What type of environments are we going to see in the game? Is it all set in once place or will it be spread across the globe? Is there a particular theme?


Jason Brice:


We've got a few pictures up on our facebook page (http://www.facebook.com/RikochetTheGame) that you can take a look at. You can see 3 of our levels at the moment.


I guess the game does have a industrial feel to it. One of the maps we showed at GDC was called streets and it's basically just a big city streets map. It's a lot of fun, you can get on top of a lot of the buildings and it has a lot of good angles for sniping as well as a lot of tight areas for close up fighting.



There's also an industry map, which ZeRoY had designed. That's much tighter, a more in your face type of map. With some pretty neat open type areas where you can really get your ass kicked if your not careful. So you know it's got a very grimy and dingy feel to it.



And the other map we showed at GDC is named Oil wells. A snow filled map. It very much has a classic 2142 feel to it, without it being in the future. It really has the cool snowy feel to it.



Some of the other maps we are working on currently are a warehouse map, that was inspired by one of our favourite CoD maps. We are also working on a harbour map, that's inspired by a classic BF2 map, that Zeroy is currently working on. There's an overpass map that John and I are currently working on, that we're trying to get finished. It's actually going to be set in a bay type area with bridges going in and out, it almost has a San Francisco feel to it.


In terms of it being in this particular location or that particular location, we've tried to make it a little more generic. So that it didn't get pidgin holed as a US setting game or a European setting game. It does give us a little more freedom but it it also hinders us a little bit too. It's a pretty nice balance to what we are doing at the moment. There are a couple maps, like the harbour map, and one named compound that are essentially Afghan type environments. Even though we're not really a military type game. We're just kinda jumping around and doing what feels right and creating things that are going to be fun to play.


MODSonline:


How spread out is your team?. You mention keeping specific parts of the world out of players mind. So your team must be pretty spread out as well then?


Jason Brice:


Yeah we've got people spread out all over the place. I mean Chris is in Berlin. We've got Zeroy who's in Dublin, John in Columbus, Mats is in Detroit. Kari, who's our community manager, is out in Las Vegas and I’m Hollywood. James, one of our programmers, is in new Zealand. We've got Hourences, from the ball, he's in Sweden and we've got a few guys in Serbia. So our team is really spread across the planet. Oh and our sound department is in Dallas Texas.


We use Skype as our main form of communication, we've got a group chat the we all communicate in. If you fall asleep and get up you see all that going on. It's actually been fairly effective, it's been challenging running a world wide team and Skype has really been great for that.


MODSonline:


Could you tell us about some of those challenges, it's difficult enough when everyone is in the same room, what's it like working across countries?


Jason Brice:


Haha, I’d rather get Chris's and John's take on it. I'd be curios to see how they feel about it. I know what it feels like for me, but they're the ones that get effected by it the most.


John Sonedecker:


The biggest thing for me is moving all the data around. The builds start to get pretty big as you start putting more into them and sometimes it takes awhile. You've got to sit there for 20 minutes while something uploads. It's not as easy as “Hey come over an look at this”. You've got to upload it, the other persons got to get it, look at it and then you converse about it. That's kind of the biggest thing I run into.


Chris Murphy:


For the most part it's not to much of a hindrance, but for example when we are trying to get announcements made or publish some media, we have to think a couple hours ahead, so that we have the OK and the final versions of everything before we release anything.


John Sonedecker:


The weirdest thing is that James is almost a whole day ahead. So when you're coming into work on Friday, he's getting ready to go out Friday night, so it does get kinda weird sometimes.


Jason Brice:


Haha, yeah I really enjoy it, I think it opens up the team a little more and allows for different opinions and different ways of looking at things. Which is unique to doing it virtually. There are advantages to doing it in house. Play testing is much easier when everyone is in the same room.


Hopefully some of those big studios will take that into account and hopefully we can show a lot of the industry what can be done with just a few people. A lot of people would be surprised on some of the stuff we've been able to create while working in this way.


Check back soon for Part two of our interview with Plastic Piranha.

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MODSonair is a weekly podcast bringing you the news from a modders perspective. Tune in every Sunday at 5pm GMT to listen LIVE.
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Mystic
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Category: In The News
Posted: Saturday, Apr. 7, 2012 06:59 am
Looks like great start, I would like to see slightly higher texture res and the gun sound in the first video wasn't too my taste but it was a good interview.

It's quite an age we live it that these people can work together despite being spread across the globe.

Look forward to the final product.
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Welshy
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Category: In The News
Posted: Saturday, Apr. 7, 2012 07:50 am
Part two coming soon [thumbs_up]
Go ahead... You Play I Mod : MODSonline.com
Support Modsonline by becoming a PREFERRED MEMBER today
Have you heard the MODSonair Podcast?: www.modsonair.com
MODSonair is a weekly podcast bringing you the news from a modders perspective. Tune in every Sunday at 5pm GMT to listen LIVE.
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Tally
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Posted: Saturday, Apr. 7, 2012 08:02 am
Mystic writes...
Quote:
Looks like great start, I would like to see slightly higher texture res and the gun sound in the first video wasn't too my taste but it was a good interview.

It's quite an age we live it that these people can work together despite being spread across the globe.

Look forward to the final product.


I've seen nothing so far that sets this game apart from all the others. And, let's face it, unless you have a "unique selling point", you aren't going to get much attention. The maps look ok, but we see "nice looking maps" all the time. Even our community made maps look nice. What people want to see is some innovation. Something which no other shooter has. And as I said, so far, this game doesn't have it. After 2 years, I would have expected to see something which has the "wow" factor, but sadly, it hasn't materialised. Everything I've seen so far has been very derivative. Even the death animation is ripped off.

It's nice that they are going to offer map and mod tools. This will appeal to those who are currently on the band wagon and are partitioning game designers for them. But, again, unless the game is actually going to attract a large audience, who is going to mod for it anyway? There are new games out there that have mod and map tools (like RO2 or Crysis 2 for example), but because the game's aren't attracting large audiences, no one is really modding for them. So, who cares?

I sense that advertising mod and map tools so soon in development, is an attempt to cash in on the fact that a lot of PC gamers are currently voicing their support for any developer who says they are going to have mod tools. But the point is, unless the game is successful - and I mean in terms of numbers of fingers on keyboards playing it - no one will actually mod for it anyway. So, they have to get their Unique Selling Point out there quick, and leave the attempt to try to sell the game on the back of a promise of mod tools for when that bit of the marketing process has been done.

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VeeTee
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Posted: Saturday, Apr. 7, 2012 08:14 am
It's always nice to see modders joining together to form a solid game. That being said I am weary on how well this game will do, what I have seen so far looks very similar to Sudden Attack, Combat Arms, America's Army III.

All these free FPS's have tried time and time again to gain popularity only to fall on their knees shortly after. Add to the fact that their advertising budgets were sky high!

Best of luck to Plastic Pirhanna, but it's going to take a lot to achieve what they want to achieve.
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Welshy
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Category: In The News
Posted: Saturday, Apr. 7, 2012 08:26 am
Almost forgot, you can also check out last weeks episode of MODSonair, where we talked to some of the Rikochet team.

http://modsonline.com/Forums-top-156761.html
Go ahead... You Play I Mod : MODSonline.com
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Criostoir
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Posted: Saturday, Apr. 7, 2012 09:57 am
Hi guys,

Thanks for the responses to this first part of the interview. This kind of feedback is always great to have, and I would encourage you guys to keep it coming :).

I would also like to take a moment to thank the great guys and gals that're running ModsOnline for the brilliant work they are doing here, we are honoured to be featured as the Indie Dev of the Month.

Now, let me take a moment to go through your comments and respond to them.

Mystic writes...
Quote:
Looks like great start, I would like to see slightly higher texture res and the gun sound in the first video wasn't too my taste but it was a good interview.

It's quite an age we live it that these people can work together despite being spread across the globe.

Look forward to the final product.


Thanks for the kind comment!

Your concern about the audio in the first video is most certainly a valid one. Happily, that first video really has very little to do with today's Rikochet. That video was made when the team was initially familiarizing themselves with the UDK, and just beginning to develop an understanding of how they were actually going to go about creating the title. The weapon audio in the first video is not featured in Rikochet.

As for the quality of the textures used in Rikochet, they are quite high. Crysis or BF3 may have a slight upper hand in this regard, but we're confident that we're matching or beating most of the other competition. One thing to bear in mind is that due to the highly competitive nature of Rikochet, we are eager to keep framerates high in the game. As such, we're not throwing the absolute maximum at the engine. There is a trade off to be made, and we're pretty pleased with what we have been able to manage :).


Ok, this next post is a bit longer, so I'm going to split up the response.

Tally writes...
Quote:
Mystic writes...
Quote:
Looks like great start, I would like to see slightly higher texture res and the gun sound in the first video wasn't too my taste but it was a good interview.

It's quite an age we live it that these people can work together despite being spread across the globe.

Look forward to the final product.


I've seen nothing so far that sets this game apart from all the others. And, let's face it, unless you have a "unique selling point", you aren't going to get much attention. The maps look ok, but we see "nice looking maps" all the time. Even our community made maps look nice. What people want to see is some innovation. Something which no other shooter has. And as I said, so far, this game doesn't have it. After 2 years, I would have expected to see something which has the "wow" factor, but sadly, it hasn't materialised. Everything I've seen so far has been very derivative. Even the death animation is ripped off.


So; what we have showed off to date are some screen grabs of a few of the maps, as well as a couple of videos that are basically comprised of level navigation, and firing. Finding little that is unique to the title within that cross section of a game is pretty normal. You're not going to find a whole lot of unique elements there, as is the case with most shooters. With that said, I personally think that the art direction for the levels is great, and that each location really radiates it's own unique aura. Similarly, while Darkwater Inc forces are attired in somewhat standard military garb, The Minutemen evoke their own sense of self and style.

You will begin to see more stand-out features as we begin to release details about gameplay mechanics and game types. However at the heart of Rikochet is the desire to create a highly polished, highly customizable gameplay experience that core multiple player first person shooter gamers are going to really be able to immerse themselves in.

As for the death animation...that's actually a default animation, we haven't yet added our own to the game. It's important to remember that we're still relatively early in development of the title. There's still quite a bit to be done.

Quote:


It's nice that they are going to offer map and mod tools. This will appeal to those who are currently on the band wagon and are partitioning game designers for them. But, again, unless the game is actually going to attract a large audience, who is going to mod for it anyway? There are new games out there that have mod and map tools (like RO2 or Crysis 2 for example), but because the game's aren't attracting large audiences, no one is really modding for them. So, who cares?

I sense that advertising mod and map tools so soon in development, is an attempt to cash in on the fact that a lot of PC gamers are currently voicing their support for any developer who says they are going to have mod tools. But the point is, unless the game is successful - and I mean in terms of numbers of fingers on keyboards playing it - no one will actually mod for it anyway. So, they have to get their Unique Selling Point out there quick, and leave the attempt to try to sell the game on the back of a promise of mod tools for when that bit of the marketing process has been done.


Crysis 2's core multiplayer experience wasn't as good as it could have been, particularly on PC. With Rikochet the core multiplayer experience is exactly what we're targeting. We're not concerned about offering thousands of different perks and customizations, our concern is offering the best gun play experience out there.

As for ROHoS, that title has an extremely narrow appeal, Rikochet will have a significantly broader appeal.

So overall, we're confident that we can get those fingers on keyboards. We're not relying on mod tools to sell the game. Mod tools are simply the icing on the cake for what we feel is going to be a great gaming experience.

It should be noted that one of the driving forces behind the direction Plastic Piranha took (from developing relatively small electronic card games, to full blown FPSes) was due to the downtrend in titles releasing mod tools. The team itself wasn't able to continue modding the games that they enjoyed playing, so they decided to create their own. As such, public mod tools have been one of the goals from day one. This is not a marketing ploy, this is being done because many members of the team have a strong modding background and releasing said tools only feels right. :)



VeeTee writes...
Quote:
It's always nice to see modders joining together to form a solid game. That being said I am weary on how well this game will do, what I have seen so far looks very similar to Sudden Attack, Combat Arms, America's Army III.

All these free FPS's have tried time and time again to gain popularity only to fall on their knees shortly after. Add to the fact that their advertising budgets were sky high!

Best of luck to Plastic Pirhanna, but it's going to take a lot to achieve what they want to achieve.


I wouldn't exactly say that Combat Arms fell on its knees, it has done extremely well and was THE top F2P FPS until recently. Not that that meant we found it to be a good game...sadly that wasn't the case. But that's really neither here nor there :P .

You are dead right to reserve judgment until you see more from the title. We still have a lot that we need to divulge about the game before people can even begin to make an informed decision about it. We fully intend to do this as we get farther down the development path and can begin to actually show you guys how this game will play. We will most definitely strive to answer each and every questions about the game prior to launch.

Thanks for the words of support!

Criostoir
Community Manager
Plastic Piranha
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Tally
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Category: In The News
Posted: Saturday, Apr. 7, 2012 11:31 am
Criostoir writes...
Quote:
Hi guys,

Thanks for the responses to this first part of the interview. This kind of feedback is always great to have, and I would encourage you guys to keep it coming :).

------- Snip ------------

You are dead right to reserve judgment until you see more from the title. We still have a lot that we need to divulge about the game before people can even begin to make an informed decision about it. We fully intend to do this as we get farther down the development path and can begin to actually show you guys how this game will play. We will most definitely strive to answer each and every questions about the game prior to launch.

Thanks for the words of support!

Criostoir
Community Manager
Plastic Piranha


I'm sorry, but all I keep hearing is "this hasn't been shown yet", or "that hasn't been done yet". I've known about this game for over 2 years. If you still don't have anything unique to show by this stage in development, then something is wrong. 2 years is ample time to get some unique stuff together to show off something to spark people's interest. As I see it, it is the first thing you do when you start showing off stuff. You get your best and most awe inspiring work, and you tote it about. That is what garnering interest is all about - showing off your most promising work.

At the moment, I am sharing a lot of other peoples reservations about the game. Word on the street is - excluding those that fawn all over it for no good reason - is that there hasn't been anything original shown because there isn't anything original. I would love for you to prove us wrong.

You say I wont find any unique elements in a shooter these days. Well, that simply begs the question. The games that make the cut these days are those that have precisely that. The games that are just run-of-the-mill are the ones that fall at the first fence. There are too many generic shooters about. If you want to succeed you need to innovate. You have a mountain of competition. You need to stand out to get ahead. The real question is, does Rikochet have what it takes? I await any promising WIP's. Then I will formulate my opinion. But as I've been saying, I've seen nothing so far to make me think "this game is worth watching out for".
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Ray
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Posted: Sunday, Apr. 8, 2012 09:28 am
I would just like to say The Best of Luck to you guys!!

I know that your budget does not compare to EA or Activision levels so it is not going to be a level playing field for you guys. You will have to work hard and pay for a lot of it with your sweat, ambitions and perseverance. Like most of the others in this thread who have never taken on a project like this we will never know nor understand what it takes to bring something like this into being.

Whether I buy this or not is not the point here. Im enjoying watching the progress of this project and pulling for an underdog is always a great experience for me.

Again, good luck with the project and many of us are watching to see you succeed.

edited on Apr. 8, 2012 10:53 am by Ray
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Tally
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Posted: Sunday, Apr. 8, 2012 10:21 am
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