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 Q&A UnderDog
15/07/02
Q1 A brief presentation of UNDERdog Team and activities.
A1

UNDERdog is our online laboratory, exploring the possibilities of multimedia and 3D to provide online 3D games and applications. Our goal is to provide free high-quality online 3D games.
Our team consists of three (young) members :Wim, Mathias and Sven. All of us are active in both the field of design and computer programming. We try to combine the possibilities of the increasingly faster internet and computers, with real-time 3D-rendering, providing game-play and new forms of user interfaces and design.
We also want to share our developments with other creative people. Our W3D model viewer applications are an example of this. Great for browsing and inspecting 3D models (online and offline). We plan to bring out more of these 3D applications someday soon (e.g. a W3D walkthrough engine for architects).

   
Q2 Why did you choose Shockwave 3D as 3D web plugin for your online games ?
A2

The ShockWave plug-in, like the Flash plug-in is very widely spread and once installed offers fast instant access to online applications. The plug-in is not only restricted to 3D but also offers other possibilities on the web. as sites, databases, video…
Macromedia, a major software provider will undoubtedly keep innovating the field of online applications and 3D (a domain that’s quit new).
And most of all it’s very user friendly. Especially if like us, you already have some programming experience. (Flash action-script, VB-script, Java-script,…).

   
Q3 What do you think about Director development tools ? Is Lingo enough powerful and productive ?
A3 Macromedia Director 8.5 is the first version of Director that really supports the integration of 3D worlds. Lingo powerful enough? Hmm. The powerfulness lies in the creativity in which you use your tools. Nevertheless, for the time being Lingo will do fine…
Of course we are waiting for the new Director version to hit the streets! We hope the 3D aspect gets even more attention. Maybe with support for newer DirectX drivers. Who knows..?
   
Q4 Figures : What is average development length of an on line game such as Skybolter ?
A4 Since the end March we’ve been developing different basic game engines, several 3D environments and characters. All these items, as seen on our website, were mainly for made for testing the performance and possibilities of 3D in Shockwave.
Until last week we had no idea how long it would take to finish a complete game. So because of this interview, we decided to finish our first full game! ;))
We took one of the engines we developed earlier this year and off we went… Storylines, interfaces & graphic elements, 3Dmodels, environments & textures, sounds and music, different levels, high-score database,…
In total we spent about 4 weeks to finish the game now known as SKYBOLTER. The beta version is available on our website. We are now waiting for bug reports so we can fix any problems found.
http://www.underdog.be/skybolter/skybolter.html
   
Q5 You create very low polygon models, and very compressed files which 3D package are you using ?
A5 We use 3DS Max R4. The low polygon models require some cleanup, that is: deleting unnecessary vertexes/polygons. The lower the polygon count the more processor-friendly the ShockWave 3D file gets.
But not only the 3D models should be optimised. The textures should also be optimised for use on the internet and on slower computers.
As for the game-engines, we use the strong ShockWave compression; enabling us to get
a low file size. Same goes for audio, well compressed audio files (for example MP3) are made before the project and later imported. The settings for those compressed/small-sized games is just a question of fiddling around and testing, testing, testing and… more testing ;))
   
Q6 What are the key features for a good 3d online game ?
A6 We think online games differ from other games because online gamers expect “instant action”.
Most people still pay for the time they are connected to the net. This means that they don’t want to spend hours mastering game controls. But it also means that the relationship between download times and graphic quality should be reasonable.
That’s why we try to provide as much “instant action” as possible! Online games should be easy to learn, difficult to master. Compelling, addictive, clever, unique,… Hmmm… hope we can live up to these standards ourselves!
You know; it may sound a little bit weird but creating games is like playing God. You create your own worlds with it’s own laws and rules. The only difference is that we don’t need a church for our ‘religion’ just a modem and a PC.
   
Q7 What is today's business model for on line game ? What about advertising games to promote company's trademark ?
A7 Today’s business model? Haha… we don’t really have one! We’d love to just create our own games and have no worries about how we could make money… But things don’t work that way do they?!
We aren’t backed up by some big company, there is no net to catch us if we fall… we’re just 3 guys doing our thing,… we’re the UNDERdog!
A possibility we are thinking about is adding banners or even 3D adds in the loading section or billboards of our games.
We think this would be the best solution for us, because in that way, we can still make our own games, and earn a little doing so. ;))
If that doesn’t work, we’ll probably have to start making advert-games soon, we’ll need some cash quite fast…
In short…Yes we are looking for sponsors and advertisers!
If anyone can help… please do!
“Resources are low! Mine more minerals!” ;))
   
   
   
 
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