Crashday Preview
It's not every day that
you see a developer that openly admits that the game they are making
is inspired by Carmageddon. Carmageddon was openly insulting,
controversive and revolutionary in it's own way, but when someone
tries to give a new twist to the genre, bring in some new ideas and
concepts to the table, that's when it becomes interesting. Moonbyte
Studios is a small developement studio from Germany, and they've got a
nice surprise in store for all of us.
In this preview, we
bring you 7 exclusive screenshots of this amazing looking
title, and an exclusive interview with Moonbyte's head of
developement - Robert Clemens.
[Features]
(from
www.moonbyte.de)
General Features
- stunt racing game
with realistic stunt physics
- absolute freedom of
movement
- 14 different,
varietal cars
- tuning kits &
(optional) weapons
- physical/optical
car damage (real-time)
- 5 opponents with 3
traits of character
- powerful track
editor
- replay
- 3 game types:
- single mode
- career mode
- multiplayer (LAN and internet)
Game Modes:
- stunt mode: points
for stunts, jump, roll overs, flips, spins etc.
- wrecking mode:
wreck your opponents before you get wrecked
- checkpoint mode:
race through the track as first
- deathmatch: the
endless circle of life and death :) (multiplayer mode)
- secret mode: ???
Visual Features:
- Moon Byte's
PropsFXEngine (DirectX)
- Different settings
for varying moods
- Detailed,
photographed textures
- 3D objects based on
real-life environments
- Vehicles with
environment maps and damage maps
- Haze, corona and
lens flare effects
- Particle effects
for sparks, explosions, smoke or parts that fly around
As you can see, the
game will have quite a lot to offer. It will offer four game types,
plus a secret game mode which we know nothing about, a powerful track
editor and replay engine to ensure replayability. Also, MoonByte have
stated that they will further support the community with patches,
editors and so on. The multiplayer mode will offer LAN support for
off-line multiplay and internet support so you can bash your friends
all over the world.
[Screenshots]
[Interview]
- Moonbyte is
somewhat of a new name in the gaming world. How did Moonbyte come to
be?
> We just started thinking about a nice game we could make and
then we became game developers :)
No seriously, we don't really have a big, long history. Actually we
started as a hobby development
team and now we're going to produce our first commercial title with
Crashday.
- Where did the
idea for Crashday come from?
> We were inspired by such great games as "Stunts" or
"Carmageddon" and we really wanted to play a mix of those two games
for ourselves. Stunts had a very powerful track editor and no game
until today had this again, so Crashday was nearly born ;)
- The driving game
genre is often overlooked by the 'bigger boys' in the industry, yet
driving games often create quite a following. What's your view on this
oddity?
> I think driving games are loved by many players and I'd
personally like to play more titles in this genre. I don't know, maybe
it's also that often developers/publishers think that you need
expensive licenses for every sportscar in the world to build up a
successful game, but I'm not really of that opinion.
- Computer speed
has obviously increased over time. You mention a 500+ mhz system as a
good platform to play Crashday. Looking at today's hardware, what's
the system you'd reccomend for playing Crashday?
> We cannot really give any detailed information on this as we'll
rework a lot on our engine soon and port to DirectX9.
This will probably _really_ change the requirements. A DirectX 8.1
card will be a must and the game should run fine with a 1GHz I
suppose.
- This is mentioned
on your website, but I have to ask - what about a playable demo? Will
we see it anytime soon?
> A playable demo will come, but not yet soon :) Sorry.
- Have you ever
shown Crashday on any game expos, such as the E3 or ECTS? If yes, what
has the response been like?
> We've shown Crashday at Germany's GC last year (simultaneously
to ECTS) and we've got received a lot of positive feedback there.
- The physics
engine seems to be pretty powerfull. Will the cars bend accordingly to
impacts in real time (like in Carmageddon), or is the damage model
pre-made (like in GTA3)?
> It's all real time damage, so every dent will be where it is
expect it to be. ;)
- Will the cars
have interiors? The screenshots show only the exterior of the cars.
> Yes they will have interiors with drivers but we're not sure if
we'll have completely modeled cockpits.
- Can you tell me
more about the cars themselves? Any special features besides the
weapons?
> You'll be able to buy several tuning parts like wings for them
and you can install different types of afterburner systems (like NOS
or even a jet engine)
- What cars that
will be in the game?
> We'll feature a variety of sports cars, urban cars and some
offroad vehicles, too. So the player will be able to choose a car that
suits to next the racing modes conditions.
- How free will the
enviroments be? Will we be able to roam freely around the tracks, or
will we be limited to a predefined course/segment of the track?
> You won't be limited in any way except it's the world border.
Seriously speaking, you can go up roofes, running over mountains and
hills or jump from a kick-ass jump directly into your neighbour's
house ;)
- Why no
pedestrians? :)
> Emmh... :) No, we're focusing more on stunts and wrecking
instead of running over pedestratians :)
- Will the game
feature a multiplayer mode, and if yes, what game types can we expect
to see?
> Of course there will be network and online gaming support.
You'll be able to play all single player race modes
and maybe some slight variations of them for multiplayer.
- On the site, the
SDK is mentioned as a way to edit/create tracks and cars. Will the SDK
be come with the game, or will users be able to download it from your
website?
> If the tools are user-friendly enough at the date of release we
might ship it together with the game, the other way it would be
available for download.
- Many
developers/publishers make the mistake of forgetting about a game
after it's release. Do you plan to support the community with update
patches and bugfixes?
> Obviously! Patches and bugfixes are a must anyway, but we're
also thinking about add-ons with new cars, tracks and track
pieces.
- The obvious
question - when will we see the final product?
> I hope in 2003.
- And in the end,
how do you see the future for Moonbyte?
> First we'll complete the title and then lay down for a break :)
Maybe there's some room left for a follow-up
of Crashday in the future.
- Oh, and who
drives the Astra in real life? :)
> Astra?! :)
You can find more
information about the game, including more screenshots and movies at
the game's official website -
http://www.crashday.com. And in the end, I'd
like to thank Robert Clemens for taking the time to answer our
questions and send us the screenshots!