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[November 25, 1998] - GK III Progress Report
Being asked to help out with Gabriel Knight 3 was a mixed blessing. Taking over a project in
mid-development is tough especially when it is 4 months from shipping, but I couldn't pass
up the opportunity to work with Jane. Needless to say, I am a big Gabriel Knight/Jane Jensen fan.
Every project has its own challenges, and Gabriel Knight 3 has its share. Taking the traditional 2D
adventure game formula into 3D has created a plethora of work. Something as simple as moving
ego around the screen would be taken for granted in our old SCI game system, but with our new
engine, we have spent a couple of months working on path algorithms and collision detection code
to intelligently move the character around the game environments.
Making the characters move naturally and act intelligently has been a high priority. The engine re-write
that started last spring was the first step to creating a flexible engine that could be fined tuned to
effectively tell Jane's story. The redesign was completed at the beginning of August, and the first few
time blocks were ported to the new system. This was a great test. It showed how flexible the new engine
was, but it also showed areas where it was lacking.
For the last 3 ½ months, new features have been added to engine to improve the look of the character
animations, add better facial expression/emotions, and to speed up the scripting the process. Within
the next month, these efforts will be completed, and our four scripters can really start cranking away at
"polishing" the content.
Even with all of the engine changes, we have been making great progress. By Christmas the logic
for the entire game should be scripted (with a lot of programmer art and text boxes for puzzles), and
the first day completely polished.
Steven Hill
Producer, Gabriel Knight 3
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