Posted by: Kevin in Uncategorized
As seen over at TTH:
Prepare to dial in because you’ll be traveling via Stargate in a year!
There’s no need to adjust your computer monitor, you’ve read the headline correctly. Stargate Worlds, the upcoming sci-fi MMORPG being developed by Cheyenne Mountain Entertainment and based off of the long-running television series Stargate SG-1, will be hitting your computers in the fourth quarter of 2008. The news was slipped to us by Cheyenne Mountain Entertainment’s senior marketing manager, Kevin Balentine, as he discussed how the development of the game was progressing. Here’s what Kevin had to say:
“We’ve got a playable version of the game inside of our building. I’m not prepared to release our beta schedule yet, but I can say that we’re going to be releasing the game in the fourth quarter of next year. You can do the math and figure out when our beta program will be.”
If you haven’t check out the game much yet, you can head on over to their site and take a look around. I personally loved the movie but have never really watched the t.v. series. But from what I do know, I think SGW would have tons of options for what they could do with their world. Endless stargates to an ever increasing number of worlds? Wow. Looking forward to hearing more about this title and their beta program.
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Posted by: Kevin in Uncategorized
Stargate Worlds (SGW), the MMO being developed by Cheyenne Mountain Entertainment, aims to bring some fresh ideas to the MMO landscape. Fans of the movie and tv series (*cough* Darren *cough*), there is a lot of anticipation for this game. It’s a known IP, it’s sci-fi, it’s got tons of lore and backstory, and with the concept of the stargate the possibilities for gameplay are endless.
Gateworld recently sat down with the lead animator on SGW, Carl Coss, to talk about the animations in the game and how they go about deciding what and how to animate. As you read (or watch) the interview, it’s really interesting to hear what considerations go into animating a walk, or a weapon animation. One quote emphasized the point to me:
There’s tons of decisions like that that go into all this stuff, and the animation system has to be pretty laid out. Like I said, for one movement for a walk cycle there’s 30 or 40 animations that are based on that. So if you change something down the road you’re changing hundreds of animations, and possibly your animation system.
I think SGW will probably shape up to be a really cool game. I look forward to following it more in the future. But while you wait, check out the Dev Profile of Josh Kurtz (Lead World Builder) on their main site for more good info.
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