That's where you've got the Enhanced Edition, where you can change the resolution to widescreen and rebind controls. Kick: So we brought that to our developers, who were then able to port the game to our engine. In a folder on the Mac version was the actual source code. Larry Kuperman: They found the Mac version of it. From there, we worked with our friends at OtherSide, Warren Spector and Paul Neurath.Īnd they had just discovered-in a shoe box if I'm not mistaken-the source code to the original game. Out of all the games that we had access to, we were having a lot of fun just exploring Citadel Station again. After we got our hands on that, and we brought him on board to do some further improvements, we realized that System Shock was probably the best opportunity there was to do a remake. Stephen Kick: From the Enhanced Edition that we created originally, we were working with an independent member of the forums, who was able to implement a mouse-look mod that really kind of started this whole thing. Ars Technica: What assets did you have to work with from the original game when you started the remaster process?
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