Gamestah: What has been the highlight of working on Dystopia for you?
Fuzzy: The night we released the original Dystopia Demo. Right up until the moment we posted up the download links we really had no idea about how many players to expect. I was organising the first servers to be up and read the moment we pimped the links I was happy whan I had 4 servers up in each region (AUS, US, and EU). With in a few hours there were over 150. And they were all full. Those first few hours after release was such an amazing rush, as positive feedback came flooding back in.
Gamestah: Has the popularity of Dystopia met or exceeded your expectations?
Fuzzy: While developing Dystopia the entire team knew that we were creating a complex and demanding game, that would probably be loved by a niche community. With over 250,000 downloads of the demo we know that a very large chunk of the gaming scene checked Dystopia out. The vast majority of feedback was quite simple: we like it, we want more maps!
Gamestah: There is no doubt that Team Dystopia has been doing a fine job, how did the team come together?
Fuzzy: The Dystopia "project" has been running for nearly 3 years now, as with anything on that kind of timeline there have been a lot of comings and goings. However, the core group of Team Dystopia have been there from the beginning. Most of us met playing Quake3 Fortress and BF1942 in the Aussie clan scene, staying in touch when both titles came and went. Back in 2003 we all came to the conclusion that there was no online FPS game on the horizon which we were really interested in. A real case of "how hard could it be?".
Now 3 years down the track I'll be the first to say that it's been damn hard, but well worth the effort.
Gamestah: Are there any differences between the original design doc and the Dystopia demo and planned V1 release?
Fuzzy: Absolutely. One of the real lessons the team has learnt while developing Dystopia is that a design document needs to be a living thing. Ideas written down, even after being discussed and fine tuned, are completely unproven until you've prototyped and playtested them. The best sounding idea can easily turn out to be simply "un-fun" when you actually have it in game. Because of this "suck it and see" system the design of Dystopia has really evolved over time. One thing is for sure though, with 20/20 hindsight Version 1 of Dystopia will be far in advanced of what we imagined in our mind way back in 2003.
Dystopia raised the bar for all HL2 Source mods to follow, moving towards the much anticipated V1 release how will Dystopia again up the ante?
Along with the addition of a whole slew of maps players will notice some very subtle but effective polishing of Dystopia. The most obvious of these is the refinements we're making to the HUD and other displays. I'm sure everyone is aware that on a project like this the last 10% can be harder and more time consuming to complete than the previous 90%. We released the Dystopia demo to the public simply because we were eager to share our game with the world and get feedback. With more content and a high level of polish Dystopia v1 will have the world decking in cyberspace and battling in meatspace in style.
Gamestah: There has been talk of vehicles, stemming back before the original demo release, any word as to whether they will make an appearance?
Fuzzy: We have maps in testing at the moment which include vehicles. There are still a few gameplay issues which we need to find solutions for, such as distance to travel if you don't have access to a vehicle. Quite simply though, vehicles bring a lot of fun to Dystopia and due to that we're continuing to persist with finding an enjoyable balance between infantry and vehicles.
Gamestah: Before the demo was released the website made reference to a Hang Glider in Dystopia, will this be making an appearance in V1?
Fuzzy: Prior to the demo's release Teddy did indeed have a hang glider prototyped and in our test build. It's flight was a little erratic to say the least. When we turned our focus towards getting the demo released to the public all work on vehicles was put aside as we focused on the core gameplay features. After the demo Ted started on vehicles a fresh, and I'm sorry to say the hang glider isn't one of the vehicles he's prototyped up again. Maybe one day, but highly doubtful for V1.
Gamestah: In previous interviews you have mentioned that you were wanting more programs for cyberspace, and the ability to pick which programs you take into cyberspace and which ones you risk leaving out. Have any steps been taken in the furthering of cyberspace gameplay?
Fuzzy: The reworking and touching up of cyberspace is the current big ticket item inside Team Dystopia. We've been brainstorming up ideas for tweaks, changes and additions. The front runners are a selection of new combat weapons as well as the addition of combat programs to be launched at an enemy. Attacks like virus, trojans, worms or denial of service are some of the ideas which will be prototyped. Of course they'll all have counters and defenses, and the fast speed of cyberspace will be retained.
The latest addition to cyberspace that is being tested are a range of options for setting up defenses to a node. As well as the ice mine, deckers can inject intrusion detectors or even black ice into an ice wall. Additional protection and cracking programs, which will include a new risk vs reward system are also on the cards.
Gamestah: There has been much talk on new implants and weapons on the Dystopia forums and in recent interviews. I know you have previously stated nothing is locked in, is there any update on this? Anything that you can tell us in regards to new features?
Fuzzy: While the implants are still massively "work in progress", our new weapon line up is close to locked in. The new weapon for each of the light and heavy classes is now having models and textures made, as they've passed our playtesting.
I can announce here that the new weapon for the light class in Version 1 is the SmartLock Pistols. In it's primary fire mode these akimbo pistols fire full auto, starting off accurate and spraying more with continued fire. However it's the alternate fire from which the pistols get their name; the ability to tag an enemy with a transponder which all following bullets home in on. The user is able to fire a tagging round from each pistol, allowing you to tag and track two enemies or double up on one.
Gamestah: A while ago there was a post on the forums where a fan had modelled a new Assault Rifle, are there any plans to have the appearance of the weapon differ between the two teams?
Fuzzy: It's always been in our long range plans for this to happen. Currently we have artists working on either new models or alternate team specific textures for the weapons. It's touches like this which we know will polish Dystopia and add to the immersion.
Gamestah: One of the biggest criticisms of Dystopia's demo release has been the way in which maps force players into chokepoints. How do you respond to these claims? And leading into Dystopia's V1 release is this a consideration in the maps being produced?
Fuzzy: I feel that there are two aspects to this, on Vaccine for example the map was indeed designed to funnel all players to one last epic show down full of carnage at the level 3 airlock. Then we have areas on maps which we didn't plan or expect to see heated battle. This kinds of situations we are finding solutions for, a great example here is the first objective on Silo. Version 1 will include a remixed Silo which addresses this.
For the new levels, I've just created a new death location plot system which allows the mapper to easily see where the majority of combat takes place on their levels. This is extremely helpful as it allows the mappers to focus on make the combat zones as interesting as possible.
Gamestah: How many new maps are you looking at releasing with V1?
Fuzzy: Our general aim is to have 10 maps included in Dystopia Version 1.
Gamestah: What types of scenarios are players likely to encounter on these new maps?
Fuzzy: The new levels have a very broad flavour. From punks breaking into banks to crack corporate vaults to infiltrating mining facilities to cause wanton destruction. We also see the first of the corporate offensive maps and double objective scenarios. The themes from the levels also span from run down urban areas to plush corporate head quarters.
Gamestah: Are there any gameplay differences between the demo and the upcoming V1 release? What have you found in testing?
Fuzzy: For the majority of gameplay features Team Dystopia is happy, there have been a few balance issues which we've seen in the stats and had mountains of feedback about. Based on this some changes have been made. An example would be the new tracking system for the rocket launcher. We've increased the turning circle of the rockets, this enables targeted players to get behind cover easier.
Gamestah: And finally the question on everyones lips, whats life like as a GameArena admin?
Fuzzy: On the whole it's great. At the end of the day it's basically the same work as I was doing at the University, just that rather than services like diary and email I'm admin'ing BF2 and Source servers. The fact I bust my hump all day to admin servers for games that aren't Dystopia kind of irks me :)
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