- Red orchestra game developer mod#
- Red orchestra game developer full#
- Red orchestra game developer mods#
One, the engine is very old so we wouldn't be able to make the types of environments we were shooting for, and two, Day of Defeat was solidly established as the WWII game for Half-Life. However, there were two problems going with that.
Red orchestra game developer mod#
Next, there is of course Half-Life, which is also a very good mod engine. First there was Quake 3, a solid engine with a good mod history, however at that time it was about three years old I think, so starting a new mod for it wasn't the best idea if we wanted to reach a large audience and support the map sizes we wanted. As for the team, there are a number of reasons we chose UT2K3, the biggest of which was the inflexibility of other engines available at the time. It was around then that I heard about the Unreal Tournament 2003 engine, and after seeing some screen shots I immediately decided I needed to get on a mod team for that engine. After a while, I got interested in how they were actually modifying the game, so I started looking and Unreal Script to get an idea of how the game worked.
Red orchestra game developer mods#
IGN: What in particular drew you to the Unreal engine, as opposed to say, Battlefield? Antarian: For me personally, I was attracted to the Unreal engine because I owned the original Unreal Tournament and played a number of mods on it. At the time, Medal of Honor had just been released, so he and Jeremy hooked up and started the mod for that engine. I do know that the mod founder, Limit, read a book about the Red Orchestra spy ring and thought a mod based on that story would be really fun.
Red orchestra game developer full#
IGN: What was the initial inspiration for Red Orchestra? Antarian: I wasn't around when the idea for Red Orchestra was originally conceived, so I don't know the full story. Finally, I'm a senior in majoring in Computer Science.
I consider myself fairly lucky to have gotten on the team so easily, at the time RO didn't have any programmers, so I was taken in immediately even though I didn't have any development history. I originally joined the team when they made the transition to Unreal Tournament 2003 from Soldier of Fortune 2. IGN: Can you tell us a bit about your background? Antarian: Red Orchestra is actually the first mod I've worked on. Basically that means I coordinate the development among the other coders, make the installers for the new builds and help manage the rest of the development team. IGN: What is your role on the Red Orchestra team? Antarian: I'm the lead programmer for Red Orchestra. We checked in with Antarian from the Red Orchestra development team to see where this promising mod has been, and where it's going. It's still in beta (download it here), but it's already looking quite good. Like its Battlefield cousin Desert Combat, Red Orchestra combines historical realism with accessible game play. One of the best of the past few months is Red Orchestra, an Unreal Tournament 2003 mod based on the Russian-German conflicts of World War II. Not to say they all end up being the next Counter Strike or Desert Combat, but we certainly have plenty of worthwhile mods to choose from. Again, companies can not just endlessly provide content updates to products that are not longer generating revenue.Now that developers are going out of their way to make mod creation relatively easy and accessible (at least to those given to hobby-level programming and game design), mods have increased not only in number, but in ambition. Servers will still be hosted for years to come, so the game is not going anywhere. RS2 is also not being "dropped", it's content roadmap is just ending. It's no longer profitable to keep updating it, so the company has moved on to developing other things. RO2 released 8 or 9 years ago and had a full-fledged expansion and several content updates afterwards. That being said, RO2 is not "abandoned" development on it has just been fully completed, and like basically every other game before it, it will continue to exist as it is as long as people still play it. The FAQ for 83' states that it is being developed on UE4. Antimatter Games then broke away from Tripwire completely and is working on 83' independently, with no involvement whatsoever by Tripwire. Tripwire did not develop RS2, Antimatter Games did, and it was co-published by Tripwire Interactive and Iceberg Interactive. This post could literally not be more wrong.