Ill Omened Interview

Posted by Raven on 5/1/2002.

No-one can deny that the Half-Life mod scene has been a phenomenal success. Apart from (obviously) Valve's TFC, there's the Counter-Strike success story, and more recently Front-Line Force; as well as all the smaller mods that people are playing worldwide. Over the last few months we've been starting to hear a bit about the mods being developed for the as yet unreleased Team Fortress 2. One of these mods is Ill Omened, a futuristic single player total conversion. We caught up with the project leader to learn a bit about it.

Tell us a bit about yourself, your mod, and what you hope to achieve.


My name is Jesse 'WingedCat' MacDonald, leader of Hybrid Software, and the Ill-Omened project. Besides designing and writing the project I'll also be working on the level design, 2d art and skinning, among other things.

I'm a 20-year-old college student from Canada studying to become a graphic designer. I've basically been forming the Ill-Omened (originally known as Scarlet Omega) concept for about 2-3 years. I've had some pretty bad luck with ideas, so I've had to do quite a few rewrites to avoid "copying" a game that comes out with a similar theme. My story was inspired by the X-Files, so that's often difficult.

What I hope to ultimately achieve, as I mention on my site, is to have a deep, unique storyline in which the player is always involved in the action, much like being an active character in a movie. All single player games I've played (with the exception of the amazing Deus Ex, and some earlier releases like Thief) have involved the same boring, repetitive theme. Shoot-kill-findkey-pressbutton-opendoor-killbigmonster-die-repeat. I'd like to help change this, following the trend of some of the better recent releases.

Team Fortress 2 is a multi-player game with, from what we know so far, the only single-player element being simulated multiplayer with bots. Do you forsee any dificulties when coding for your mod, and are you planning out alternative ideas if some things don't work out?

I believe that the conversion from multiplayer to singleplayer will be a difficult process, but once that is out of the way I don't think the actual features will be much more difficult to implement than a multiplayer mod, other than the fact that a single player game requires a lot more coding due to its size and complexity. I don't think that any of the features will be a problem to include, although, if things don't work out I'll definitely be researching some alternative ideas.
Tell us about Scarlet Omega, the main character and the person the player will control. Will she be the only character the player will get play? What sort of features are you planning, special moves, abilities, etc?


Scarlet Omega is a mystery. She will definitely be the only character in the game you control directly. Your teammates will follow various orders you give them, but that's the extent of your control over them. She's trained in various forms of combat so, as I mention on my site, you will have a wide range of combat moves at your disposal, including sneaking up on someone and slicing their neck with a 12 inch combat knife. There are no real abilities, although, you will be able to strengthen various parts of your body to run faster, jump higher, etc.
Could you possibly go over some of the plot details for your mod?

I can't really discuss any in-game details or even the title of the TC, but I'll just summarize the background story for someone who knows nothing about Ill-Omened. It takes place around 100 years from now in the United States, which has been affected by various wars with rival countries. Basically, the only way to survive in this new world is to make money with illegal activities though other countries. This prompts the Pentagon to create a covert group to prevent these activities, so the country can grow stronger, into what it once was.

Doesn't sound very interesting, but the actual game will be much more
exciting.

Do you have any previous mod-making experience, and if so, what?

Nothing worth mentioning. I used to do quite a bit of editing with the Jedi Knight engine before I got a new computer and was introduced to Half-Life, but nothing of this size and complexity.
Do you feel that your mod may be a bit too ambitious, and that you may have to cut some features from your final release?

It will definitely require a huge amount of time and work, especially considering that TF2 is a multiplayer-only game, but I am confident that all the features I wish to include will make it into the game.
The programming needed for the AI of all your enemies and weapon configurations could prove to be a daunting task. How many people will you take on board your team for this and other tasks?

I'd like to keep the team small, so that the needs of all the team members can be met. I'll probably keep it around 10-15 members. Having a different programmer assigned to the various features of the game would be great, and help move things along.
Valve plans to release the SDK (Software Development Kit) a week or more before TF2 actually hits shop shelves. Will your mod be well under way by then, and do you hope to have a full team by that time?

It would be nice to have the modeling side of the TC completed, or close to completion by that time, as well as the sounds, music, textures, and level outlines. I'd also like to have the various aspects of the game planned out with the programmers so that no problems or confusion would arise when they begin work with the SDK. Of course this all depends on when the SDK, and game, are released, and whether or not I get the team members I require.
How many levels do you think your mod will contain in the final release? TF2's maps are rumoured to be 3 to 4 times the size of Half-Life's.

There will probably be around 10 areas in the game, made up of many levels. I'm really looking forward to seeing the size of the levels in TF2.
Onto TF2; Do you think TF2 will fail to live up to, exceed the, or just about match the level of hype that currently surrounds it?

I think (hope) it will exceed the level of hype around it. Valve has shown us that they are an extremely talented and successful group of designers, and if they think they can make the best teamplay game ever, I believe them.
Your mod is a radical departure from the norm, being a single player mod for a multiplayer game, instead of a multiplayer mod for a single player game or a single player mod for a single player game. Why is this? Why did you feel that the TF2 engine would be the best one to use, when other engines are also being developed (Unreal 2, Halo, etc).

Truthfully, I didn't really think about it deeply this until I read this question. I had originally planned for Ill-Omened to be an online Co-op game that you could play offline with computer controlled teammates. That changed, however, much like many of my other ideas. I guess I chose the TF2 engine because I have been interested in it for a long time. Also, I really respect Valve as a company, they are very supportive of the mod-making community.
What is special about your mod that will make it miles ahead of the rest? What special feature or part will make people want to play your mod more than anybody elses?

I think the fact that it's a large single player adventure will appeal to a lot of people. The level of interactivity and realism in the game world is also something I think people will enjoy.

 



The Ill Omened team are still looking members, especially weapon and organic modelers, so if you're interested check out the site and then email WindgedCat

More information


Website:http://wingedcat.tripod.com/
 
Interviewed by:Raven (January 2000)
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