We finished up our presentation last night, in hopes of attracting new people to our mod while getting more feedback directly from some game developers. The developer from Cheyenne Mountain gave us some good insight on where we should be headed and what we should steer clear of. He liked a lot of our features, the wall walking in particular. Sam Dieter from Rainbow Studios liked that we had a business aspect to our whole project.
- Josh, Lead Programmer
We finally had our presentation Thursday night. Wow, was that nerve-wracking! Right until the end we were working hard on our mod. We knew a lot was expected of us here at Collins College.
But we weren't prepared for just how much attention our little game had gained! Every chair in the large room we presented in was filled, and there were still people lining the walls. There were at least a dozen people from the game industry there, representing companies like Rainbow Studios, THQ, D3, and Cheyenne Mountain. From what I'm told, there were also scouters in the audience taking notes, which is very exciting to us.
Nervous as hell, we set up our computers and began. And we rocked the house! Everyone seemed very impressed with what we had to offer. But they were completely blown away when we unveiled the actual gameplay - not just in Unreal Tournament 2004, but in UT3 as well. And not just game mechanics (wall walking, etc.); we had our player model in game, with customization options. We had a working Capture the Flag map. We even had a full single-player level, with scripted sequences and voice dubbing recorded in a sound booth.
Afterwards, we opened the floor for questions, and received some very positive feedback. A couple members of the game industry offered some constructive critiscism, and gave suggestions on how to improve our mod.
With feedback like that, and the continued support from the ModDB community, I feel confident we can push this game further and make it better. Publisher funding, here we come!
- Owen, Project Lead