:
Thank you for spending time to answer our questions! To start off, your
last
project was S.W.I.N.E., an RTS that pitted rabbits against pigs. What made
you
go to World War II?
Stormregion: S.W.I.N.E. was a
really
good RTS that included lots of funny things, but its acceptance was really
diverse
because of the not so common theme, a war between rabbits and pigs. We had
to
find a new trail for our games to reach more success, and it was not so
difficult.
We are all fans of WWII games and World War II itself, so the project
Codename:
Panzers was born.
:
Looking at S.W.I.N.E. and Codename: Panzers, the two game engines look
similar.
What were some new features brought to the new engine for Panzers and did
you
retain any old aspects?
Stormregion: We started the work
based
on the technology and gameplay elements of S.W.I.N.E.. It provided very
good
basics for a greater volume project, and we knew its weaknesses that we
needed
improve, and good parts that we could improve further. Panzers uses the
new
feature-packed version of our in-house developed engine. Gepard 3D has all
of
the advanced 3D technologies of today; it supports vertex and pixel
shaders,
dynamic lights and shadows, self-shadows, 3D grass using LOD, skeletal
character
animation (MOCAP) and much more. Some of the breathtaking visuals are
integrated
into the game engine itself, like the particle system, water/waterfall
effects,
and weather system.
:
Codename: Panzers joins the lineup of World War II RTS games.
Unfortunately,
a majority of these games are sub-par. Did you look into other World War
II
RTS games to see what went wrong and avoid those problems in Panzers?
Stormregion: We had our well
defined
concept to create a successful World War II RTS, but it's always better to
learn
from others' faults, so we continuously follow other titles and industry
news.
But the most important thing is to avoid committing the same mistakes
again
yourself, and we think we learned this lesson.
:
Currently, one of the top 3-D RTS games out is Command and Conquer:
Generals.
Did you plan on going head-to-head with its newest add-on, Zero Hour, or
put
Panzers up against the other World War II themed RTS games on the
market?
Stormregion: We don't wish to put
up
Panzers against any other games on the market. There is room for many
games
and if your game is good enough and the players like it, you don't have
anything
to worry about. I think Codename: Panzers is not just good enough; it's
even
better, if not the best in its category.
:
After S.W.I.N.E., were there any other projects the team at Stormregion
wanted
to work on other than a World War II RTS? If so, do you plan on working on
it
or sticking with a RTS style of games?
Stormregion: As I mentioned
earlier
we are all fans of WWII history and games, so it was an easy decision to
go
to this direction. We believe that concentrating on one genre and
historical
era results in better and better games, so we will continue this way. But
we
have plenty of other ideas and plans as well. We don't wish to affix
ourselves
to any one genre or topic, and to become a mass factory of WWII RTS games.
We
prefer quality over quantity...
:
Were there any problems that came up with the Gepard Engine for Panzers
that
you overcame?
Stormregion: Gepard 3D served us
well
earlier, and even better today after its improvements. Naturally during
development
we faced some minor problems, but there were not any critical ones; we
have
brilliant coders on board.
:
What was the team's favorite part to work on in Panzers? The graphics, the
physics,
the landscape, the single-player story, the multiplayer or the units?
Stormregion: We liked very much
the
creation of in game cutscenes. It required close cooperation between the
designers
and artists, we had great fun together during all the production phases
and
we enjoyed the MOCAP recordings as well. We became really professional
actors
to the end, and it's a great joy to see all of this in the game…
:
If Codename: Panzers becomes a big hit, will the team work on a sequel or
an
add-on, or perhaps apply the engine to another war theme?
Stormregion: Codename: Panzers is
already
a big hit in Germany where it was released first. It has continued to be
on
the top of the sales charts since its release. We are in the middle of
development
on the first add-on, and we are sure about the sequel to come. The engine
is
capable of handling and running other games as well, but it's too early to
say
more about it.
:
Did the team get to check out the actual tanks and vehicles of World War
II
to model in Panzers? What about uniforms and infantry weapons as well?
Stormregion: During development we
created
a huge resource work to provide authentic missions, vehicles, units and
weapons
to the players. We have a huge collection of archive newsreels, movies,
books
and pictures, and we found the best sites on the Internet as well. I think
this
work was worth all efforts, the result is fantastic.
:
I would like to thank the team at Stormregion to allow us the pleasure of
interviewing
them, and for the final question, would the development team like to say
something
special to it's readers and players that come to GamePlasma?
Stormregion: Greetings for all
GamePlasma
readers! We had so many joys and fun during the development of Codename:
Panzers,
that we never dreamed about. And it was not over after completing it. We
are
still having fun with it every day, and we hope you will do the same! Have
fun!