--------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: F2300011 Date: 02/03/98 From: JOE SIEGLER Time: 08:44am \/To: VINCE WOO (Read 0 times) Subj: Duke Nukem Forever Hello VINCE. 31 Jan 98 16:39, VINCE WOO wrote to JONATHAN FINGAS: > yeah but if the map maker prg is made by 3D Realms, it has a better > chance of it being similar to build. No, it doesn't. Joe Siegler --- GoldED/386 2.50+ 424LM1 Fnord! * Origin: Apogee Software - Garland, TX (1:124/9006) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: F2400000 Date: 02/03/98 From: JONATHAN FINGAS Time: 03:12pm \/To: LEE JACKSON (Read 0 times) Subj: Game musicians LJ> Well, I met quite a few people last Friday at CGDC LJ> Austin. That's about as LJ> much "hobnobbing" as I can take until E3 rolls in. So, who'd you hobnob with? I'm sure that, assuming they were there, the people responsible for Trespasser's sound would have fostered some interesting discussions. LJ> He says he's doing Internet-based stuff. Don't know what. I wouldn't know either, but I DID just pick up a demo of DemonStar (the unofficial sequel to Apogee's own Raptor), and he did music for that. I'm not sure if the music was all that spectuacular, but the game itself is kind of fun. LJ> Well, Death Rally comes to mind. One of our games. PM was famous efore LJ> that, mainly for demo music (Second Reality, Panic, etc.). Ah yes, now I would have an example (Death Rally, that is). The music's certainly more original than your typical game fare, but I'm not sure if it's as catchy as, say, the main themes to Duke 3D and Quake II. LJ> It's okay. Certainly good enough to justify leaving the music on, at least. Don't worry, your music is at least as good as that. LJ> It referenced the "general enough" aspect, in that the question wasn't LJ> general enough for me to be able to answer it. You can't answer as to whether a game's sound (and/or music) will have special treatment? That probably means "yes," based on my experiences. Now as to just WHAT will be in there, I can't be sure... --- Maximus 3.01 * Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: F2400001 Date: 02/03/98 From: JONATHAN FINGAS Time: 03:20pm \/To: JOE SIEGLER (Read 0 times) Subj: AI > I know that Jay Wilbur is just a business guy (or "biz," as id likes JS> Then why do you keep trying to force things into JS> situations where they don't JS> belong? I was just observing an unusual coincidence, that's all. I'm sure you think it would be a good idea to move away from this topic, anyways... --- Maximus 3.01 * Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: F2400002 Date: 02/03/98 From: JONATHAN FINGAS Time: 03:21pm \/To: JOE SIEGLER (Read 0 times) Subj: Duke Nukem Forever JS> Editors will be what the game designers make them to JS> be. They're NEVER EVER JS> made with the thought "Oh wait, we need to make this JS> easy for the user". It's JS> made to what we want them to be like. That's not entirely true. Epic's UnrealEd was designed with the end-user in mind, which is why they're going to release it with the game (though it'll probably be a "crippleware" version at first). But I DO see your point, and I agree for the most part. Designers just want an editor which isn't a royal pain the butt, and that's about as far as they care to develop - they're making a game, not a level editor. JS> They work. If people bitch about them being too hard, JS> they need to spend some JS> more time and learn how it's done. Not necessariy... for instance, up until some later versions of WorldCraft, you couldn't do plane-clipping; which, as I understand it, is much easier than the endless carves you would do otherwise. There IS a cut-off point where you should just bite the bullet and learn how, but an editor should be flexible enough to serve as an outlet for your imagination, not a filter. Thankfully, 3D Realms' Build editor has managed to do that. I can think of plenty of things that I could do in Shadow Warrior that I would know how to do; compare this to one of those Doom editors from yonder days, and it's like using Lego blocks. --- Maximus 3.01 * Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: F2500000 Date: 02/04/98 From: JOE SIEGLER Time: 05:47pm \/To: ALL (Read 0 times) Subj: Our Web Site If y'all keep tabs on our web site, get ready. It's about to change. BIG TIME. I plan on unveiling the new site (which has been three SOLID weeks of work to do) on Friday the 6th. Joe Siegler Webdude - Apogee/3D Realms --- QScan/PCB v1.19b / 01-0074 * Origin: Apogee Software - Garland, TX - 972-271-5410 (1:124/9006) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: F2500001 Date: 02/02/98 From: JONO BAHR Time: 04:30pm \/To: ALL (Read 0 times) Subj: apogee i have a qestion to u all i have for a long time pondered how ur pronounce apogee is it 1. A-Poo-Gee 2. AP-O-Gee 3. APOGEE eheh tell me please and ur may solve the void in my life --- Ezycom V1.10 * Origin: -=> Legend BBS <=- Bomaderry, NSW, Australia. (3:624/200) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: F2500002 Date: 02/04/98 From: ROGER FINGAS Time: 04:24pm \/To: LEE JACKSON (Read 0 times) Subj: Hard work -=> Quoting Roger Fingas to Lee Jackson <=- RF> I've been talking to this yahoo on FidoNet who has seriously RF> distorted views of how hard game industry people work. I mentioned RF> you as "evidence," if you will, but he still doesn't seem to believe RF> me; he thinks composing music and recording SFX doesn't take much RF> time. His name is Herman Schonfeld -I thought you might want to RF> straighten him out. (And believe me, he needs it.) LJ> Why? If he wants to do it himself, he'll find out if it's time onsuming LJ> or not. No need for me to do any straightening. He's working on a game of his own, but it must be his first. He claims that a game like Quake 2 could be done in two to six months. Laughable, isn't it? --- Maximus 3.01 * Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: F2500003 Date: 02/04/98 From: LOUIE TARPO Time: 01:30am \/To: JOE SIEGLER (Read 0 times) Subj: Re: Prey > Wait... Duke Forever/Prey/Shadow Warrior have plot???? heheheheehe JS> JS> Most definitely. It's going to be on of the major points of Prey. Is it going to be one of those that are essential to play the game, or one of the "expendible" plots that are just there to explain why where are there, nd where we got the big gun. Lou --- Renegade v10-05 Exp * Origin: The Hole In The Wall (303) 841-5515 USR V.34 (1:104/600) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: F2500004 Date: 02/04/98 From: JOE SIEGLER Time: 08:12am \/To: JONATHAN FINGAS (Read 0 times) Subj: Duke Nukem Forever Hello JONATHAN. 03 Feb 98 15:21, JONATHAN FINGAS wrote to JOE SIEGLER: > your imagination, not a filter. Thankfully, 3D Realms' Build editor > has managed to do that. I can think of plenty of things that I could > do in Shadow Warrior that I would know how to do; compare this to one > of those Doom editors from yonder days, and it's like using Lego > blocks. Don't expect DNF's editor to be as easy to use, if we release it. I suspect someone will modify an existing Quake II editor to work with DNF, once released. Joe Siegler --- GoldED/386 2.50+ 424LM1 Fnord! * Origin: Apogee Software - Garland, TX (1:124/9006) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: F2500005 Date: 02/04/98 From: JOE SIEGLER Time: 02:33pm \/To: LOUIE TARPO (Read 0 times) Subj: Re: Prey -> Is it going to be one of those that are essential to play the game, or one -> of the "expendible" plots that are just there to explain why where are -> there, and where we got the big gun. Essential. More than I think you've seen before. Joe --- QScan/PCB v1.19b / 01-0074 * Origin: Apogee Software - Garland, TX - 972-271-5410 (1:124/9006)