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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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