Interview With Designer of Zero-G Marines

 

Space May Be the Final Frontier, But Only if
You are a Zero-G Marine

By
Michael Lafferty

Climb into a space suit and take off for battle unimagined.

Zero-G Marines
is a three-dimensional sim that has a genetic force
working its way toward Earth. The marines stand in the way. As a member
of the force you must stop the attack.

That is the idea behind Zero-G Marines from Strategy First.
Dan Høecke, director and designer of the program, took a few moments
from his busy schedule to talk about the program and what it will bring
to the gaming community.

Question: Talk a little bit about the game – what does
it offer gamers who have ventured into this genre before? Is this program
gender specific? Does it offer something for everyone? What is the target
audience?

Answer: Høecke: Zero-G Marines is a 3D,
Real time, First Person Action game for the PC. It combines genres as it
contains the best elements of an FPS with squad-based tactics and places
them in a space environment. Instead of fighters, the player will mostly
be using maneuverable combat suits called Exo-Shells that have thrusters
for space combat but also the ability to run on certain surfaces. In-game
characters will be both male and female. I think primarily FPS and Space
Sim gamers will be interested, as well as others who are interested in squad-based
RTSs. Certainly there will be a real story line and plot developments that
we don’t see in an FPS.

Q: What does this program offer that is new or different
to the existing technology? Does this program tread new ground? If so,
how?

A: Høecke: The Zero-G Marines’ engine is
a proprietary one developed by our Technical Director, Oliver Marsh, and
it allows for combat in both wide-open spaces as well as detailed interiors.
Our engine gives us the flexibility we need for this environment and has
allowed seamless transitions between the two. It also gives us impressive
lighting and special effects and allows full 3D movement as well as surface
movement in selected areas to be achievable. The surfaces on most 3D space
sims look blurry up close but in Zero-G Marines, whether up close or far
away, the textures look sharp.

Q: How long has this program been in development? What
are the plot lines? Does each scenario build upon the last?

A: Høecke: Concept and design work started
in the summer of 98. Once some technical tests were performed and the project
approved, development began in early 1999.

Q: Does this program support multiplayer gaming? What
will be different about that, if indeed it does support this option?

A: Høecke: There will be a strong focus
on cooperative or head-to-head play over the LAN and Internet, in several
fully 3D space environments. The space environment as well as the option
of thrusting or surface movement will allow for unique play. Including
OutRiders and/or shuttles in multiplayer is a possibility.

Q: The game is so close to release – what would you
change about it, if You had a little more time?

A: Høecke: Actually we still have a fair
amount of time. The release date isn’t until fall 2001. One thing we have
already changed was the decision to include fully modeled accessible interiors
throughout the space stations. It is much more labour intensive but will
be more than worth it in the end.

Q: What is the single most important aspect of this
program that you want gamers to remember about it?

A: Høecke: We are hoping that the player
will have experienced truly unique combat in an immersive world that allows
for different play each time.