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NowGamer - The Making of Goldeneye

 
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Dragonsbrethren
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 PostPosted: Wed Jan 01, 2014 9:59 pm    Post subject: NowGamer - The Making of Goldeneye Reply with quote Back to top

Somehow this one completely slipped under the radar - I couldn't find any threads about it here if it did get posted. Some incredibly detailed information in here, including some I hadn't heard before:

http://www.nowgamer.com/features/921602/the_making_of_goldeneye.html

Quote:
"Then an edict came down from on high and we had to get rid of the other Bonds, so on the day we had to take them out we played this epic deathmatch – first to a hundred kills – which went on for about three hours. Mark Edmonds played as Moore and won by one kill. It went down to the wire…”

Finally, we know who won!

Quote:
Karl: “When I got involved, the first thing I did was model the gas plant. We put a spline through the level so you could follow a route like in Virtua Cop, but it didn’t go further than that. We decided to take it off the rails. Some of those early builds had bits missing because you’d never be able to see them and I remember going back and filling in the holes.”

Facility was another rail shooter level.

Quote:
Considering how the finished GoldenEye feels so suited to the N64, it’s easy to forget the machine didn’t exist for the first year and a half of its development. The team was using SGI Onyxs, hugely expensive Silicon Graphics machines, guessing at what the specs of Nintendo’s new console might be and using a butchered Saturn controller to playtest.

As it turned out, when they finally received the finished console they were pleasantly relieved. Despite costing a fraction of the SG workstations, fortunately Nintendo had come good on most of its promises. “The processor ended up being three quarters of what they had told us”, explains Steve. “We had to cut the textures down by half.”

Texture resolution was cut by half.

Quote:
"It’s in the film and we could have just said go here and press X – Karl had built that in the background but it wasn’t going to explode. But wouldn’t it be nice if it did? So the canisters became a ‘prop’. A bloody big prop. And the explosion had to be big enough to mask you switching one object with another."

"But then if it’s a gas plant, shouldn’t we have gas? We can’t do f*cking gas, but we have got fog… maybe we could change the fog settings? Can we use that more than once? Maybe in the Egypt setting?”

Gas tanks weren't props originally (I think we all pretty much came to this conclusion already), didn't originally have a fog change.

Quote:
For a game with more than its fair share of wanton destruction, the team became remarkably good at recycling. The radar on multiplayer mode is actually an oil drum texture, which explains the cloudiness on the right, and sometimes whole levels were created with the detritus they had to hand.

Radar's an oil drum texture, that's news to me.

Quote:
How Martin had done a 3D gun barrel that had to be dropped due to frame rate issues; how code had been written to let you drive the van, but it caused too many problems if you got the vehicle stuck in a dead end; how the unreachable island you can see far in the distance from atop the dam originally had a solitary guard patrolling it; how they’d had to label certain wall textures as ‘floor’ so guards could ‘see’ you, which meant they would occasionally leap out of bunkers inexplicably.

You could drive the truck?! The island definitely did have a guard at one point, finally confirmed.

Go read the rest, it's one of the best GoldenEye articles I've ever read!
 
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acceptable67
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 PostPosted: Thu Jan 02, 2014 8:02 am    Post subject: Reply with quote Back to top

Thanks for sharing, DB. Very cool developmental information.
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 PostPosted: Thu Jan 02, 2014 8:14 am    Post subject: Reply with quote Back to top

There are some unused object types in GE, I wonder if one of them was that drivable truck...or other interesting things.
 
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 PostPosted: Sat Jan 04, 2014 9:56 am    Post subject: Reply with quote Back to top

I am going to save that link and read it when I can. I hope I can find out more on silo's first days. Also wonder what the purpose is on the unused door/Beta doors.
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