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I had a chance to have a nice chat with Praz, the project director of Incoming Source concerning the mod's current direction and status. A few questions involving many of the finer critiques of the mod were raised and answered as follows.
HL Fallout's Captain Walker: To start, thanks for taking your time in this interview. What is your role at Incoming Source and how has it impacted the project overall in terms of decisions and direction?
Praz: My name is David Prassel, I have been the Project Director for the last 6 years of Incoming. I am the original creator and the founder of it as well. My role includes things from management, hiring, websites, as well as PR. My actual core work includes 2D art, Concept Design, Map Textures as well as Story and Design elements.
HL Fallout: Incoming Source is currently the result of six years of work and ideas. How much has the original concept of the game changed over more than half a decade?
Praz: The core game itself is very much the same. It even features the same game mode from the original creation. Most of the weapons have stayed the same and the return of the Penguin and Phantom are both in the Source version as well. We also of course have the same features which everybody loves: Drivable Vehicles / Flyable Vehicles / Dinosaurs / and large open maps. I'd say its at least 80% the same from its original incarnation.
HL Fallout: What challenges/difficulties have you and your team faced, both technical and in general while creating this modification?
Praz: For me it would be our features. Just getting them in-game and working. On a lighter note, we just have hired 3 new programmers, Tanoku, amckern, and Archy who will be aiding us to release. With these three, things will start flying even faster. Another difficult decision for me was porting it from Half-Life 1 to the Source engine.
HL Fallout: What was the overall motivation for your latest announcement and apology to the community for Incoming Source's Halo influenced content. Also, how will this announce alter the art direction for the mod?
Praz: I think the apology to the community was a great thing. In turn we received great feedback from the community, which is great, because we made that announcement for them. The motivation was for the community. Of course the team needs to be happy, as we are the developers, but if the community is not happy, who will be playing our game? We also thought it would be great to just use our own creations and designs. This won't alter the art direction too much as we only scrapped two models which already have new concepts finished and are undergoing creation by the developers. | |
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