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Noviwan has posted 24 times.

Donut Mod

Donut mod review

Posted on (7 years ago)

Hi Gordon, Not sure I have time to review them all, but are there are some in particular you'd like feedback on?

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Donut Mod

Donut mod review

Posted on (7 years ago)

Very interesting behind-the-scene stories there everyone! Every game developer in the world has gone through that cycle of "Ok I'll make this a little bit hard (for me)" and then find out it's like a hundred times too hard for regular players. Including us on the original missions. And wow, full cus...

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The Simpsons: Hit & Run Donut Team Approved

Hello from a Hit & Run designer

Posted on (8 years ago)

I will definitely try your mods ... once I can find one of the copies of the game I know I still owm. Doh!

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52 replies
The Simpsons: Hit & Run Donut Team Approved

Hello from a Hit & Run designer

Posted on (8 years ago)

Tools were most internally developed at Radical, the "pure 3d" game engine. I remember also using Maya as a 3d editor,

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The Simpsons: Hit & Run Donut Team Approved

Hello from a Hit & Run designer

Posted on (8 years ago)

@frogz2007 Yep that pre-alpha build was vefore the changes, had the "toon shading."

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The Simpsons: Hit & Run Donut Team Approved

Hello from a Hit & Run designer

Posted on (8 years ago)

The trimming of L7 was for scope reasons, to make the workload more manageable for the artists. I scripted and designed all of the missions, though programmers of course were heavily involved in prototyping and game up with some core gameplay ideas and functions (e.g. "knock things out of the car")....

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The Simpsons: Hit & Run

A day in the life: Radical Entertainment

Posted on (8 years ago)

Pretty sure that is a bug. Either we missed it, or caught it too late to fix.

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14 replies
The Simpsons: Hit & Run

A day in the life: Radical Entertainment

Posted on (8 years ago)

>>To add to Jake's question, was there ever meant to be a Level 8 and Level 9 at some point in development? No, I think that was just leftover directories from a programmer setup, they probably didn't know how many levels when they made the setup.

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The Simpsons: Hit & Run

A day in the life: Radical Entertainment

Posted on (8 years ago)

>>Also if i can ask, why was Level 7's richside blocked off? Also: time. I don't remember exactly when we had the idea of L7 Halloween-themed level, but I remember it was super challenging to get in at all. The only reason it made it was because the team loved the idea so much, it was a real labor o...

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The Simpsons: Hit & Run

A day in the life: Radical Entertainment

Posted on (8 years ago)

>>How busy was the team through development? I've always heard that the game development can be really laid back until you hit crunch time for release. Was this the case? "Relaxed" might be overstating it but it was like a regular job, 40 hours a week, and yes it was a super fun place to work. Never...

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14 replies