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So in my last update I asked for your questions regarding the Dear Esther Remake, and today I have been sifting through them and have answered some of the most common questions asked below:

Posted by chineseroom on Dec 7th, 2010

So in my last update I asked for your questions regarding the Dear Esther Remake, and today I have been sifting through them and have answered some of the most common questions asked below:

Q: Can you make some tutorials to give us some insight into how you built your levels ?
Yes most certainly, just as soon as development on DE starts winding down, and I have a bit more free time, I plan on doing a number of tutorials detailing the various steps and techniques I followed to create the visuals for Dear Esther. Keep your eyes peeled for those in the coming months! In the meantime, I have a couple of posts on my blog which should give you an initial idea of how I have approached displacements in Source here and here

Q: Are you going to use the same narration/soundtrack as the original Dear Esther, or is it all going to be redone?
We're working on a complete overhaul of Dear Esther's soundtrack for the remake. Fans of the soundtrack will get treated to new versions of all the music (re-recorded with real instruments/orchestra) which we'll also look at packaging up in high quality versions for iTunes download. In addition to this, we're looking at breaking some of themes up into different variations to drop into the environment at different places and maybe even adding in some randomization here as well, so like the voice-overs, you get a slightly different take on events depending on your run-through. We'll also be looking at enhancing the environment audio and SFX to compliment the new build.

Q: Where can I find the soundtrack playing in the trailers?
You can find the original soundtrack right here on ModDB!

Q: Will you be supporting different languages with this release?
Yes that is certainly the plan, I have already implemented subtitles into the game, and now it's just a case of translating the text. Right now we have French, Italian and Spanish covered, but are still looking for volunteers to help us with other translations, if you wish to see DE subtitled into your language and think you can help, please let me know!

Q: Are you doing anything new in terms of the story, such as extending the story from the original or adding new voice work?
We're hoping to get Nigel, our original voice actor, back in to supplement the existing voice-overs with some new audio cues (which means Dan is working on new bits of script), and also re-master the existing voice-overs. The plan is to reward more exploration of the island and offer some real incentives for wandering off the linear path. There are a couple of voice-overs which didn't make it into the original that will hopefully be going back in which throw a different light on some of the events of the story (so think of it like a Director's Cut!) On top of that there will be an extra visual layer of detail added, with each play through revealing unique details in the environment which expand upon the storyline.

Q: What kind of system do I need to run it?
A very modest one! My aim is to allow everyone to have to same experience on as broad a range of hardware as possible. Right now my benchmark is to run it at 30fps on my aging Dual core laptop with a Nvidia 9600M GPU at 1900x1080 at maximum settings. Right now it's actually running at more like 40fps which is good, and on my Radeon 4800 I'm aiming to keep the fps above 100! Basically if you can run TF2 or Episode 2 you will have no problems running this!

Q: Release dates?!
difficult to put at date on it at the moment, but by the way things are going I'm estimating sometime early in 2011.

Finally, I'd like to thank everyone who's been voting for us in Moddb's Mod of The Year Awards, we're now in the top 100! Phase 2 is still ongoing so if you haven't voted yet, and think we're worthy,

Click here to vote for us for best upcoming MOTY!

Oh and as a thank you for your support, here are a few more early screenshots from the final level:

More Final Level shotsMore Final Level shotsMore Final Level shotsMore Final Level shotsMore Final Level shotsMore Final Level shotsMore Final Level shotsMore Final Level shots

Post comment Comments  (50 - 66 of 66)
Black★RockShooter Dec 8 2010, 4:20pm says:

got my vote for MOTY

+1 vote     reply to comment
awesomepossum Dec 8 2010, 4:42pm says:

Epic as always!

+1 vote     reply to comment
KMatt Dec 8 2010, 5:48pm says:

Please be sure to include English (ie the original script) among the subtitle languages, a lot of us just need a bit of dialogue clarified from time to time.

+2 votes     reply to comment
chineseroom Dec 9 2010, 4:47am replied:

Thanks for the reminder - absolutely will do

+2 votes     reply to comment
Jackson889 Dec 8 2010, 6:31pm says:

This might be a spoiler for those who haven't played the game yet, but...

Are you going to remove the messages on the cliff in the final level? Because I didn't see them in the screenshots...

+1 vote     reply to comment
chineseroom Dec 9 2010, 8:37am replied:

Yeah the symbols and stuff will be there, I just want to add them when all of the geometry is polished up -Rob

+1 vote     reply to comment
A_Real_Shame Dec 8 2010, 10:01pm says:

i have to say that this is in my top three mods list on mod db...keep up the good work.

+1 vote     reply to comment
Argoon Dec 9 2010, 9:10am says:

I can make a Portuguese PT translation if you guys want.

+1 vote     reply to comment
chineseroom Dec 10 2010, 5:17am replied:

Hi, we've had an offer of Portuguese, but if you are interested, really happy to put you both together to see if you want to collaborate on it? PM me (Dan)

+1 vote     reply to comment
CaptainLagfail Dec 9 2010, 9:43am says:

The only difference between this map and any other, development-wise, is the amount of time spent working on it. No engine changes, no new technologies (Other than making the grass sway more realistically).

Time, effort, and a decent understanding of the tools at his disposal. That's all there is to it.

Is it really so hard to believe, guys? Spend enough time on a Goldsource map and you could make it look something like this too. Look at how similar Paranoia mod (HL2) and STALKER look and feel, even with completely different engines a decade apart. When it comes down to the bare essentials, X-Ray has a few extra technologies, but drop it back to static lighting and the only real difference visually are the textures used.

+2 votes     reply to comment
Qured Dec 9 2010, 2:51pm says:

This is so freaking epic, as always.

I would be honored to work with a swedish translation.

+1 vote     reply to comment
chineseroom Dec 10 2010, 5:17am replied:

We don't have Swedish yet, so if you wanted to, we'd love to have you on board - can you PM me? Thanks, Dan

+1 vote     reply to comment
Sergesosio Dec 10 2010, 10:18am says:

I could translate it to Dutch if you want.

+1 vote     reply to comment
chineseroom Dec 14 2010, 10:02am replied:

We've got an offer of Dutch, but if you are happy to double-check the translation for us, that'd be great- PM me

+1 vote     reply to comment
guywiththename Dec 10 2010, 6:22pm says:

Words cannot explain...
This game had a massive impression upon me when I was 12, to see it redone is amazing

+1 vote     reply to comment
yarow12 Feb 18 2011, 6:10pm says:

Like Unreal Tournament, this mod deserves a remake.

+1 vote     reply to comment
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