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MODSonair Episode 059

Posted by foyleman in MODSonair on Jan 26, 2007

This is episode 59 of MODSonair airing on January 26, 2007 and brought to you by MODSonline.com.

openFrag Interview
Interviewee: Nate, Lars
Website: http://www.openfrag.org/

Run time
: 38:34
Website Link: HERE

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Show Notes (upon which the questions were based):

  • What is openFrag?
  • Is it a game engine or built around an engine?
  • How does something like this get started?
  • Is Sourceforge a good development tool?
  • How does working on a game built around openFrag get in the way of development on openFrag?
  • Are you building your framework from scratch or incorporating existing bits of code?
  • How are game levels created?
  • Are you still using NeoEngine for development?
  • Why would you build off of a lesser known engine rather than one of the bigger, more well known engines?
  • It is true that you can use GTKRadiant to build levels?
  • How is Broken Alliance related to your project?
  • Do you have other projects in development using openFrag?
  • What impact does it have on development to have people help and then leave the team?
  • How are you publicizing openFrag?
  • Has your #1 FPS ranking on SourceForge helped your development?
  • Are the tutorials and other help files to encourage others to assist in development?
  • How complicated is it to currently install openFrag and what is planned?
  • What type of demos are available?
  • Do you have publishing plans? Perhaps something to make some money with this?
  • Will you employ in-game advertising?
  • Any chance to include multi-platform support?
  • How far are you into development that an official release will come?
  • Can a modder create custom scripts to work within the game?
  • Are you working with easily obtainable software or do I have to go back and find something that is 5 years old to help with openFrag?
  • Being open source, are there comments in the code that could help with develpment?
  • Are you looking into physics and DirectX 10?
  • What are some of the major features that sets this engine apart?
  • How diverse is this engine? Can be it be used to create an FPS, RPG, etc?
  • What’s more difficult, building the engine or managing the team?
  • How do people get involved?
  • Any closing notes such as release dates?

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