(Spitznamen kann man sich nur bedingt aussuchen, und irgendwann gewöhnt man sich dran
)
A making of... I've kinda done one already
here. The thing is that I don't have any concept art apart from VERY crude scribbles, so there's not much to show for a making of. What you see in the game was pretty much developed directly without much ado. Rapid development, if you will
When your children get older and if you find the time (which is very hard, I know, even without children) then please DO pursuit your dream and concentrate your efforts on your game. I've started this project for a number of reasons, but one of the biggest was that I needed a break from my everyday IT projects and all the frustration they come with sometimes. Dirty Split was my way of both exhausting and recharging my creative batteries at the same time, something I don't get to do in my professional life. And I'm afraid if I don't do that more often, create something of my own that is, then the everyday frustration will take over the ability and the passion to create. So if you have that passion then don't let it die, use it instead. I'm very much looking forward to your game
About the 3D project: Actually, I don't see any other way. The story and atmosphere are both very serious, so a comic look won't do. And I'm afraid any hand-drawn look will be out of place in the kind of atmosphere I'm after. However, I'm aware of the sterile look so many 3D games and characters have, and I'd really like to avoid that.
I probably won't go towards 100% real-time 3D, though. I checked out a few engines and was pleasantly surprised at their ease of use when creating ego shooters, but I came to realize that a lot of customization would be necessary to create what I have in mind, and that I'd be more busy with the engine than with the actual game. Also, real-time 3D would impose bigger hardware requirements on players, and I don't want to put off adventure gamers who usually don't play resource hungry titles. Besides, WME is such a great tool and a breeze to work with, and I'd love to stick to it for a 2.5D game with heavily photoshopped pre-rendered backgrounds