May 12, 2004

The Longest Day

After we didn't make it onto the E3 demo list, we decided we needed to polish up what we could over the weekend and release the mod. We need exposure and feedback, and getting the mod out there has proven to provide both. The comments have been mostly favorable, with the typical reaction being, "this is UT2004?"

So we're trudging on towards the 3rd phase deadline with newfound hope that we can actually place. I'm feeling pretty good about it.

Posted by mix at 03:05 PM | Comments (0)

May 07, 2004


Well, we didn't get chosen to be displayed at E3. It sucks, but I think I know why. We're not polished, and we don't have much there yet. The mods that were chosen were more complete, and have bigger art staffs. We have one artist, and he's pulling triple duty.

Posted by mix at 03:19 PM | Comments (0)

It can be taught!

So we were able to get the mod in a decent enough place to send off to Epic to be considered to be displayed at E3. We haven't heard anything yet, but we're still hopeful. The course is back to nine holes, looks alright, but is pretty sparse, so my next task is to fluff it up. I'm toying around with putting in 9 more for the contest release, but I'm not sure that would be a good idea. There are so many things I need to worry about in the next three weeks, and considering how long it took to create the first nine, I'm not sure I could handle nine more AND everything else. I'm thinking I should just get everything else done and have time to polish.

Code-wise things are coming together nicely. We have the new physics in, and it's behaving very well. There are a few kinks to iron out, but overall it's a huge improvement over UT's physics, and we have total control. I'll be sending out the latest build to the beta testers today, so they can pound on it. Multiplayer is disabled for the time being, but it's still fun to get in a quick 9-hole round.

Posted by mix at 02:10 PM | Comments (0)