Frank Maddin and his wife have had a baby.
All of us at 3D Realms wish them well with their new boy!
Update: 12/16/96
Lately, Jim has implemented Redbook audio for Shadow Warrior. Shadow Warrior will feature Redbook audio when you purchase the registered version of the game. So now you'll be able to enjoy 'real' music in the game instead of having to listen to midi songs again!
Frank has been implementing new game setup code that has extended support for various types of controllers.
Chuck has been working hard building lots of cool character models for the game. He recently re-rendered the Ripper model. He has also added frames to our hero character so that if someone sneaks up on you and slices you with the sword, your body actually separates into two halves and plops down on the floor! This is going to make for some *very* satisfying deathmatch kills!
Brian has been working hard finishing up all the voxel game items. It's so nice to walk around a game sprite and not have it always facing you.
The mappers are still mapping. Pretty much working on the same maps as last week except that Steve Cole has started a palace type map and it's looking great! Randy's map is starting to worry some people around the office. It's so huge now, it has been dubbed, 'The Entity Thing'. We are just sure that at any moment, it's going to become self aware and try to crawl off of his hard drive. Let's just hope Randy's not in the way when this happens!
Doug is working on what must be called, the scariest underwater creature you'll ever
see. It has lot's of big teeth, and can shock you like an electric eel from a radial
distance, plus they travel in schools and gang up on you. Let's just say, if you go in the
water in Shadow Warrior, bring lots of guns, big ones!
Update: 12/09/96
Keith Schuler has joined the Shadow Warrior team as a full time map designer. He is a welcome addition to the team and is cranking out some great map work. He is currently working on a Japanese bath house level in a down town Tokyo night life type setting, complete with a propane truck you can blow up and a beat up taxi you can drive around the block squishing anything that moves.
Brian has been creating lots of great looking voxel items to use in the game and touching up all the new model frames the Chuck has been creating.
Randy continues working on his gigantic forest adventure level. You can almost smell the leaves on the ground it looks so real. And hey, if you've wasted all the bad guys in this level and you're bored of walking around in the pretty forest, just fire your four barreled shotgun up into any tree and a few surprises may drop out, including a dead squirrel or two. Even deer hunting is an option in this map.
Steve Cole is constructing his construction map. Some new mechanized gadget gets added to the map each day. Think `Hard hat Mac from Hell.'. In this level, you can give those evil monsters some cement boots to wear, that is, if you haven't already ground most of them into dust with the controllable giant drill bit, or flattened them like a pancake with the bulldozer!
Eric is working on a refinery map that has lots of chemical vats to fall into and a control center, complete with a Cray computer complex. The architecture is typical of Eric, `stunning', in a word. The night time outside scenery is eye popping.
Jim has turned in his mapper hat and has taken on programming responsibilities full time. Lately, he's gotten the Shadow Warrior AI Bots running around in the game and killing any poor human that has the misfortune to get in their way, as well as each other. He is also continually refining all the actor code and AI logic as well as getting the game's network code stable.
Frank continues working from home since the arrival of his new baby son. Frank continues working on sector and game environment code, as well as all the player code.
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