Interview: Programmer X


                       Q1: Programmer X, please tell us your involvement with the Pie In The Sky
                  GCS, and how your relationshiop with Kevin got started, and how you were
                  brought in on the Pie In The Sky Programming Team.

                        This is sort of a long story but It all started about 3 or 4 years ago I
                guess, when I had a copy of the DOS GCS for programmers. This was when Duke
                Nukem and Doom2 were big. I spent about a year rewriting that engine and it
                ended up doing everything those 2 games could do and more. We had flying
                vehicles you could get in and shoot from, rear-view displays, underwater,
                remote-cameras, the works... The game we were doing got abandoned for some
                unfortunate reasons, and so we ditched the whole project and I moved on to
                work on other engines.
                        This past January I saw the Pie in the Sky website (I was mildly shocked
                because I thought they'd gone out of business), and was somewhat impressed
                with the screenshots. I wrote Kevin asking about what features were in the new
                engine, and I sent him a list of everything I'd done with his DOS engine to
                see if he had yet implemented any them. Next thing I know, I got a job offer
                to help put that list into the current engine, so here I am. Basically it all
                started from a simple email.
 
                Q2: Quickly tell us about the major modifications that have gone into GCS 2.0,
                and how much time was involved and the difficulties, if any,  you had.

                        What hasn't gone into the GCS would probably be easier to answer.  There's
                really too much to list here because there's so much more than just what was
                publicized on the web - a lot of "under the hood" things. Ive focused a lot on
                the motion code, lighting, and exploiting some of the few (very few) goodies
                offered by DirectX like fog, translucency, specular blending. Some other
                things were enhancing polygons, adding FX registers, fixing pre-existing bugs,
                and so on... but words and screenshots can only convey so much. You really
                have to see it all in motion to grasp the overhaul this engine has undergone.
                All in all it's so far amounted to around 350 hours work, dating back to
                January 16th.
                        The difficulties have at times been enough to drive me to the brink of
                insanity, but these cases have usually been from having to conform to the
                brutal logic imposed by DirectX. Kevin's laid a wonderful groundwork with this
                engine, however, and in that regard it's made my job easier probably than it
                should be.
 
                Q3: What would you compare the GCS 2.0 engine with at this moment IE: Duke
                Nukem, Blood, ect.

                        Right now It's hard to say. This is still a work-in-progress and drawing fair
                comparisons at this point is difficult. But it's potential thus far ranks
                right up there with Quake or Quake2 in my opinion. Once the polygonal models
                are integrated and some more things finished it should bounce ahead into the
                upper 10-20% bracket of what's out currently out there, and surpass all but a
                very few.

                Q4: Please tell us some of the modifications you plan to add to GCS by the
                time the upgrade reaches version 3.0.

                        Underwater terrain, a more flexible weapon system, maybe an alternate guard
                system with new AI, animated floor/ceiling/polygon textures, a better
                inventory system, increased architectural capabilities. I would really like to
                tap more into Direct3D effects, but until Microsoft's brain-trust gets a clue
                and rewrites this dreadful API they call "Direct3D - Immediate Mode", I think
                I'd profit more watching paint dry. Nonetheless, I do plan on adding more cool
                stuff, either through the API or home-cooked software methods.
 
                Q5: What do you think is the biggest problem with the operation Kevin is
                running at Pie In The Sky?

                        I don't really see any problems. Kevin is doing an excellent job with the
                company, and if anything he is probably doing too much - programming, customer
                support, tech support, etc... I'm thankful for the opportunity he's given me,
                and I'm just trying to relieve some of the burden while helping keep the
                engine up to par with current technology. This company has some the best group
                of supporters in the world, and it's great to be a part of it and to be able
                to interact directly with the customers.
 
                Q5: Do you think GCS will ever become comparable to that of Quake 3 or Unreal
                when you Finnish the job Kevin brought you into do?

                That's my intention, yes.

                Q6: Fill us in on you back history? Like what you did before you were with
                Kevin on the Pie In The Sky team.

                        I started programming when I was 13 (if you bought a computer back then you
                had no choice but to learn to program it because there wasn't much you could
                buy for it.) I made my first game when I was 16, it was a fantasy text-
                adventure. After highschool I got into writing and wrote some short fantasy
                stories, then started on a series that ended up forming a half uncompleted
                novel. Then I moved back to computer-related studies, taught myself to program
                in C, a little assembler, and recently visual basic. In the past 10 years I've
                worked on a number of projects, and me and some friends formed a little game
                enterprise called Cynergy Creative. This was going to be a 3D action game
                company, but failed because the game we were hinging our success on was
                written in DOS at a time when 3D game technology was suddenly transitioned to
                Windows and DirectX. I for one didn't feel like trying to rewrite it for
                Windows, and frustrations in the group mounted, so the project just got
                dropped and the game was never completed. Since then i've spent most of my
                spare time researching the API's of Windows game development, and working on
                small personal projects.

                Q7. Are you being paid? Do you work from home or at the Pie In The Sky office?
                        How many hours do you plan on putting into GCS? Has it interfered with your
                regular life at all? Do you enjoy working on making the GCS better?

                        Am i being paid - yes. I work on this engine from home, keeping contact with
                Kevin through email. Hours I usually spend on it are anywhere from 4 to 12 per
                day, around 60 per week, and it has consumed all my spare time, but I love
                doing it so it's really not bad - so long as their is coffee around. I want to
                make the GCS as good as it possibly can be and I hope everybody enjoys it
                because that's what counts most. I'm not doing this for myself - i'm doing it
                for the GCS community and their appreciation is really all the reward I need
                to make this effort worthwhile.

                Q8: Tell us what you think would make GCS better all around? Maybe a better
                level editor?

                        Definitely a windows level editor. Having to kludge modifications through the
                DOS editor is a pain for both me and the users. Putting a graphical interface
                on everything that would otherwise require editing text files would be nice,
                like a weapons and pstr.txt program for example. Adding .BMP file support
                would be a plus, especially in the Windows environment where we could use
                virtually any paint program we wanted for texture work.

                Q9: What is your favorite programs to use along with GCS?

                        I haven't been making an actual game with the GCSW so really I can't answer
                this fairly, but for texture work in general I like paintshop pro 5 - it's
                simple, quick, and does a decent palette conversion. For WAV's i use an old
                program called Sound Impressions, I dont think they make it anymore but it
                does a reliable job with WAV effects and the CD includes 3000 sample sounds in
                every conceivable category.

                Q10: Any last words or comments you may have?

                        Again, im thankful to Kevin Stokes and Pie in the Sky for giving me this
                chance, and especially for the warm reception of the program's users. The core
                of GCS supporters are the greatest people in the world and I feel lucky to be
                a part of it. My goal, as long as I'm permitted to, is to continue to push the
                capabilities of this program as far as it can be taken, and help see that it
                fulfills the needs of everyone who uses it.