[January 27, 1999] - GK 3 Progress Report
The pressure of the final push has started. The fans are
clamoring for the game to come out. The original developers (who have been
on the project for two years) are more than ready to wrap this game up, and
the management is watching the budget like a bunch of accountants. This is
where the fun and frustrations start.
The team has gone through some changes since the last
update. We have picked up three great new animators from the Mask of
Eternity team, Ray Bornstein, John Piel, and Ethan Walker. We really need
the help since the animation is currently the critical path to completion,
and finding good character animators is not easy. They've come up to speed
really quickly thanks to Daryl Affleck, an animator from the original GK3
team, who has been teaching them the ins and outs of our animation system.
Our scripters have been working hard making the game
completely clickable. This means that we can start every time block and
actually play through the logic. But "clickable" does not mean "shippable",
so now they will be focusing on getting all of the scripts ready for Beta.
This means the scripts need to be extremely robust and handle anything a
user may throw at them.
Our programmers are feverishly working to make our first
CDs, and in the process, develop a build procedure that can get us through
QA, Beta, and on to a Gold master. Our 3D engine programmers have been busy
optimizing the Gengine, and in conjunction, improving the overall look of
the game. The game programmers are about half way through the tougher
puzzles, ones that cannot be effectively done through scripting. Sidney
contains several of these puzzles and is about 90% complete with most of the
puzzles playable. Jane has been showing it to everyone who will take the
time to look.
Our next major milestone will be in March. By then we should
have the CD Burning process complete, save game nearly complete, and the
first half of the game ready for QA.
Steven Hill
Producer, Gabriel Knight 3