Q:
Who's behind Pyramid Entertainment? When have you created your first game?
A:
Pyramid Entertainment began life as Pyramid Games in 1994. We released
our first game which was also called 'Deadlock' in that year. The game
was a simple platformer and not a very good one. I design the levels and
create most of the artwork and build the models in 3D Studio and my son
Lea is the lead programmer.
Q:
I saw lots of games on your site. Were all these games created by you?
A:
Yes, we created all of the games on our website and many more which are
not on the site.
Q:
What tools / compiler were you using before buying the Acknex engine?
A:
We have used several game creation systems including: Click & Create,
Gamemaker, Dark Basic and Multimedia Fusion.
Q:
How would you describe Deadlock? What type of game is it?
A:
Deadlock is a first person shoot-em-up with loads of action and very little
in the way of a story. The most important aspect of any game is to entertain
the player and we think it delivers the goods.
Q:
You plan to release Deadlock as freeware. Why?
A:
Pyramid Entertainment has always offered our games as freeware. We enjoy
making games and want other people to play them. There is more to life
than money. I own a photographic company and that finances my hobby.
Q:
What tools are you using for models and sounds?
A:
Many of the models and sounds have been bought due to time restrictions
and workload. Additional models are constructed in 3D Studio Max and the
model skins are created in Photoshop.
Q:
Your levels look impressive. How big is the portal count for a medium sized
level?
A:
I have tried to keep the portal count as low as possible and the levels
range from around 900 to 2500. I set myself a maximum of 3000 otherwise
it's easy to get carried away and find the frame rate dropping. The average
level is about 1400.
Q:
Do you miss an important engine feature?
A:
This is an easy one, I'd really like to see bump mapping.
Q:
I hear that Deadlock's levels will be modified. What will you change and
why?
A:
The levels have been completely retextured. It was a lot of extra work
but the game looks a lot better for it (see for yourself on the "recent
screenshots" page). Some of the levels have been enlarged and others have
had secret areas added. We have completed thirteen so far. The AI
is also being improved and we have developed a wicked creature code.
Q:
Can you give some advice for the beginners?
A:
My advice to beginners would be :
1.
Don't bite off more than you can chew. Start with small projects and work
your way up. A small success is better than a big failure.
2.
Read the manual and ask questions on the forum.
3.
Play games and learn the way the pros do it.
4.
Make sure that you enjoy playing your creation because if you don't others
probably wont.
5.
Don't be afraid to experiment.
Thank
you, Tony.