It was nice to finally meet these guys. All
of them were great and joyful people, and they seemed just as happy
meeting me as I was of meeting them. First it seemed like some LAN-party,
but when looking at them work I felt very confident in them as a
development team. Soon enough, after a swift meeting with the Coca-Cola
machine, I was back in the glass-room. It was time for a demonstration
of Blade.
Jose Luis Vaello, art manager
and game design
Playing
Blade and having Lunch
As I was watching the action unfold on
the screen, I realized that Blade was actually damn fun watching
while other plays. I can't come up with many titles that have this
effect on me. I recognized the areas we've seen from the mpeg and
had to take deep exhalations of my cigarette to stay calm. It was
great to see for comparison. There is no tricks or attempts in the
mpeg to make Blade look better or more interesting than the game
and gameplay really is. What you see in the mpeg is just regular
gameplay.
I played some myself, and pretty soon the Knight
was lying lifeless and decapitated on the cold stone floor. But
as many limbs I lost and as many times I died, I did get the pleasure
to revenge their evil deeds, in a massive bloodbath and pure joy!
The time flew and before I knew word of it, it was time for lunch.
Juan and Teresa took me out to a nice restaurant.
The menu was basically filled with beef of all kinds and Sushi as
the remaining option (internal joke). I went with the beef. Over
lunch we talked about the present and future of Rebel Act Studios,
Friendware, Blade Universe, the community and other games and distribution
companies. It was nice and it helped me understand the big picture
of it all; the strategic moves and why certain things need to be
kept secret. After a couple of beers and some dessert, we realized
that time had not been standing still. We grabbed the first taxi
and headed back to the house of wonders.
Chatting
with the developers
I got time to play a bit more before talking
further with the various team members. After trying out the four
different characters I went back out to the open landscape where
the developers was continuing their work - pretty much in the same
order as last time.
F.left: Rodrigo Lopez-Carrillo, Arturo Justo
and Jose Julio Garcia Gomez "Yuio"
I had a look at what Arturo was currently working
on: the selection of the characters. Very cool! I'm sure you'll
love it.
I talked a bit with Robert (Bob) who was working on text output
in the game at the time. With a perfect English he, and the others
sitting around him, talked about and discussed various aspects of
what they was involved in. Bob has mainly, together with Jose Raluy,
been working with the games artificial intelligence (AI). Sitting
to the left of Bob, was Carlos who has been programming on the project
since the beginning and has practically had a finger involved in
about everything. He's also the author of the Blade level-editor
and he and Angel Cuñado (lead programmer) are the key persons
behind the 3d engine. Right over Carlos' place sits Manuel. Manuel's
work was particular interesting as he is the one that makes the
visual special effects in Blade. I got to see some really cool scenes
and effects demonstrated; one scene that plays a big part of the
game looked nothing but stunning! Of course, I can't go into any
details on it.
F.left: Enric Álvarez and Bob Ives
I moved over to the artists and had a chat
with Javier and the guys sitting around. Here I got to see different
animation files. The animation of the dwarf running is just hilarious,
even when viewed in wireframes! It was nice looking at the various
animation sequences; from small animations as the character picks
up an arrow out from the quiver and rest it against the bow to some
huge beings moving their massive body and unveiling their mighty
powers.
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