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Shadow Warrior Development Updates
From March 1996 to January 1998
Update: 03/30/96
This week was marked by the initial formulation of the SW wrap-up team which will join forces with principal Shadow Warriors Frank Maddin, Jim Norwood, and Eric Reuter in the effort to bring final closure to the project. Certain members (to be announced) of the Duke Nukem development team will roll over onto the Shadow Warrior project after the completion of the complete commercial version of Duke Nukem 3D. Estimated time for this is early to mid May. By adding the battle hardened Duke resources to the already well-along Shadow Warrior effort, we expect the final push to get the game done will go much smoother.
This week was marked by the initial formulation of the SW wrap-up team which will join forces with principal Shadow Warriors Frank Maddin, Jim Norwood, and Eric Reuter in the effort to bring final closure to the project. Certain members (to be announced) of the Duke Nukem development team will roll over onto the Shadow Warrior project after the completion of the complete commercial version of Duke Nukem 3D. Estimated time for this is early to mid May. By adding the battle hardened Duke resources to the already well-along Shadow Warrior effort, we expect the final push to get the game done will go much smoother.
Update: 04/05/96
The Shadow Warrior team is fervently working on refinements to nearly all maps which will be included in the final game. The key objective is to review each map for purposes of assuring a high frame rate while maintaining high aesthetic appeal. Also important is that each map have clear central theme that the player can relate to and remember (as opposed to generic settings). Programming continues in several areas, including weapon tweaking and actor A.I.
The Shadow Warrior team is fervently working on refinements to nearly all maps which will be included in the final game. The key objective is to review each map for purposes of assuring a high frame rate while maintaining high aesthetic appeal. Also important is that each map have clear central theme that the player can relate to and remember (as opposed to generic settings). Programming continues in several areas, including weapon tweaking and actor A.I.
Update: 04/12/96
This week's update will not appear because of the final push to get Duke Nukem 3D done. Greg Malone, the producer of Duke3D is also the producer of Shadow Warrior, and is very busy trying to complete Duke Nukem 3D this coming week. This update will return next Friday.
This week's update will not appear because of the final push to get Duke Nukem 3D done. Greg Malone, the producer of Duke3D is also the producer of Shadow Warrior, and is very busy trying to complete Duke Nukem 3D this coming week. This update will return next Friday.
Update: 04/19/96
This week's update will not appear because of the final push to get Duke Nukem 3D done. Greg Malone, the producer of Duke3D is also the producer of Shadow Warrior, and is very busy trying to complete Duke Nukem 3D this coming week. This update will return next Friday. I promise. :) Duke Nukem 3D's done now, so Greg can start doing this weekly update in a more timely fashion.
This week's update will not appear because of the final push to get Duke Nukem 3D done. Greg Malone, the producer of Duke3D is also the producer of Shadow Warrior, and is very busy trying to complete Duke Nukem 3D this coming week. This update will return next Friday. I promise. :) Duke Nukem 3D's done now, so Greg can start doing this weekly update in a more timely fashion.
Update: 04/26/96
The Shadow Warrior team is preparing for a long visit to the Apogee/3DRealms Dallas offices during which time intense focus will be given to bringing the Shareware version of the game to completion. Frank Maddin will be coming up from Austin, TX, while Jim Norwood will make the trek from the Seattle area. Jim has recently implemented a really great battleship level in which the player can explore and fight his way thru a realistic ship setting. David Demaret, 3DRealms artist, has been reworking a number of game graphics, bringing his unique style to the Shadow Warrior fantasy world.
The Shadow Warrior team is preparing for a long visit to the Apogee/3DRealms Dallas offices during which time intense focus will be given to bringing the Shareware version of the game to completion. Frank Maddin will be coming up from Austin, TX, while Jim Norwood will make the trek from the Seattle area. Jim has recently implemented a really great battleship level in which the player can explore and fight his way thru a realistic ship setting. David Demaret, 3DRealms artist, has been reworking a number of game graphics, bringing his unique style to the Shadow Warrior fantasy world.
Update: 05/10/96
Jim Norwood has finished up the battleship level complete with a driveable fork-lift, turnable machine gun turret, and huge turnable 46 cm guns. Jim is now working on a sub-terrainian base that promises to be cool. Eric Reuter just finished up a level set in an underground mine full of volcanic activity. Huge conveyer belts and rotating drill bits round out this level. Eric is now hammering on a roller coaster type map where the player can ride fast platforms that move in three dimensions (they can even loop bridges!). Should be fantastic! Frank Maddin is swatting bugs and looking toward implementing our "3D Creature Cameras" that will be completely movable by the player in 3D. Send the Creatures on suicide missions and take out other players before they spot your "Camera". We are all looking forward to the trip to Apogee/3DRealms so we can wrap the game up.
Jim Norwood has finished up the battleship level complete with a driveable fork-lift, turnable machine gun turret, and huge turnable 46 cm guns. Jim is now working on a sub-terrainian base that promises to be cool. Eric Reuter just finished up a level set in an underground mine full of volcanic activity. Huge conveyer belts and rotating drill bits round out this level. Eric is now hammering on a roller coaster type map where the player can ride fast platforms that move in three dimensions (they can even loop bridges!). Should be fantastic! Frank Maddin is swatting bugs and looking toward implementing our "3D Creature Cameras" that will be completely movable by the player in 3D. Send the Creatures on suicide missions and take out other players before they spot your "Camera". We are all looking forward to the trip to Apogee/3DRealms so we can wrap the game up.
Update: 05/17/96
On the programming side, breakable walls with shrapnal have been implemented. Work continues on the Creature Cameras and code fixes. Some tweaks on our driveable sector vehicles such as boats and tanks have been done. Plans for destroyable sectors are starting to come into focus. This would allow, for example, the driveable tanks to roll over and destroy some sectors, and then keep on rolling. Jim Norwood is in the process of changing residences before the trip to Dallas and his work continues on the sub-terrainian base level. Eric Reuter continues work on the roller coaster style map.
On the programming side, breakable walls with shrapnal have been implemented. Work continues on the Creature Cameras and code fixes. Some tweaks on our driveable sector vehicles such as boats and tanks have been done. Plans for destroyable sectors are starting to come into focus. This would allow, for example, the driveable tanks to roll over and destroy some sectors, and then keep on rolling. Jim Norwood is in the process of changing residences before the trip to Dallas and his work continues on the sub-terrainian base level. Eric Reuter continues work on the roller coaster style map.
Update: 05/24/96
Eric Reuter and Jim Norwood continue level work. Eric has done a wild Parallax level that gives you the feeling that you are running around in nothing but elemental atmosphere (fire, water, etc). Finalization is being done on game Save/Restore and the Demo Mode. Plans are being made at headquarters for the trip tentatively set for sometime around May 31. More on this next week.
Eric Reuter and Jim Norwood continue level work. Eric has done a wild Parallax level that gives you the feeling that you are running around in nothing but elemental atmosphere (fire, water, etc). Finalization is being done on game Save/Restore and the Demo Mode. Plans are being made at headquarters for the trip tentatively set for sometime around May 31. More on this next week.
Update: 05/31/96
The team is getting ready for the trip to 3D Realms on Monday. Making plans, packing, and taking care of last minute business. At 3D Realms we'll be working on finishing actor models, maps, artwork, programming, doing lots of multi-play testing and implementing last minute cool ideas.
The team is getting ready for the trip to 3D Realms on Monday. Making plans, packing, and taking care of last minute business. At 3D Realms we'll be working on finishing actor models, maps, artwork, programming, doing lots of multi-play testing and implementing last minute cool ideas.
Update: 06/07/96
Frank & Jim completed the trip to 3D Realms on Monday. George Broussard, President and SW Producer, is getting ramped up on the game. Work has progressed on making a better story and planning ending cinematics. The main character model is being worked on by Chuck Jones. Tank development has progressed and they can now destroy walls. Jim and Eric working on levels that are still top secret. More on this later...
Frank & Jim completed the trip to 3D Realms on Monday. George Broussard, President and SW Producer, is getting ramped up on the game. Work has progressed on making a better story and planning ending cinematics. The main character model is being worked on by Chuck Jones. Tank development has progressed and they can now destroy walls. Jim and Eric working on levels that are still top secret. More on this later...
Update: 06/14/96
Last minute story changes have been hammered out to allow a bit more variety in the level types. There are more near future and present day elements to the game now. Allen Blum is mapping a very dark and moody level with architecture never before seen in a 3D game of this type. Jim Norwood is working on some more realistic types of levels with cool recognizable places. Dirk Jones and Jim Norwood are busy cranking out art for some of the new levels. Frank Maddin is programming some interesting sector effects. Chuck Jones is wrapping up the model of the main character.
Last minute story changes have been hammered out to allow a bit more variety in the level types. There are more near future and present day elements to the game now. Allen Blum is mapping a very dark and moody level with architecture never before seen in a 3D game of this type. Jim Norwood is working on some more realistic types of levels with cool recognizable places. Dirk Jones and Jim Norwood are busy cranking out art for some of the new levels. Frank Maddin is programming some interesting sector effects. Chuck Jones is wrapping up the model of the main character.
Update: 06/21/96
Jim Norwood is beefing up the graphics on our shotgun and has recorded 45 great new sounds for the game. Programming is going VERY well and thats all Frank has to say about that. We are looking into changing the shuriken throw to a shuriken gun that fires a stream of shurikens. There will be an interesting twist to this. Eric Reuter is working on R&D level design. He finished with a Construction Zone a while back and has started an ending level for the game that promises to rock-n-roll. Allen Blum has been working on some R&D level techniques that are top secret right now. Chuck has finished the model of our Shadow Warrior character and he looks damn good. INTERESTING FACT: Shadow Warrior is bio-enhanced and nearly twice as tall as Duke Nukem! Who's tougher??? I see no need to state the obvious. Catch ya next week.
Jim Norwood is beefing up the graphics on our shotgun and has recorded 45 great new sounds for the game. Programming is going VERY well and thats all Frank has to say about that. We are looking into changing the shuriken throw to a shuriken gun that fires a stream of shurikens. There will be an interesting twist to this. Eric Reuter is working on R&D level design. He finished with a Construction Zone a while back and has started an ending level for the game that promises to rock-n-roll. Allen Blum has been working on some R&D level techniques that are top secret right now. Chuck has finished the model of our Shadow Warrior character and he looks damn good. INTERESTING FACT: Shadow Warrior is bio-enhanced and nearly twice as tall as Duke Nukem! Who's tougher??? I see no need to state the obvious. Catch ya next week.
Update: 06/28/96
Still kicking butt and takin' names. Next name on the kick list starts with a "Q". Expect large bruises that border on child abuse.
Frank took a short trip home recently for a sonogram of his wife Lucinda's belly. It contained a 9 ounce human male. For those of you who don't remember Lucinda, she was one of the artists on the blockbuster Apogee game Crystal Caves. Programming continues to go well for Frank. Jim has done more sound effects and art touchups. Both Dirk and Jim have come down with the dreaded cold that is threatening to overtake 3D Realms. Jim is going home to visit the wife the 2nd through the 9th. Eric is steadily working on R&D levels. Allen continues his past innovations. Chuck has mostly finished up the animation’s for our Shadow Warrior and has started on another model.
Still kicking butt and takin' names. Next name on the kick list starts with a "Q". Expect large bruises that border on child abuse.
Frank took a short trip home recently for a sonogram of his wife Lucinda's belly. It contained a 9 ounce human male. For those of you who don't remember Lucinda, she was one of the artists on the blockbuster Apogee game Crystal Caves. Programming continues to go well for Frank. Jim has done more sound effects and art touchups. Both Dirk and Jim have come down with the dreaded cold that is threatening to overtake 3D Realms. Jim is going home to visit the wife the 2nd through the 9th. Eric is steadily working on R&D levels. Allen continues his past innovations. Chuck has mostly finished up the animation’s for our Shadow Warrior and has started on another model.
Update: 07/12/96
Allen is doing new and unheard of things in a parallax level. Ken has been working on some new network features that should be useful in Shadow Warrior. Our sector objects now have hit points and can take damage. There is some new shrapnel code to make shrapnel triggered where-ever you want it. Programming, models, maps, and art are all progressing nicely.
Jim "hurled his insides out" for a day or two and now is off to Seattle to visit his wife. Dirk found an action figure at K-Mart that looks very much like our Shadow Warrior character. He's posed on Frank's desk urging him to program faster by brandishing his large knife and machine gun. Frank calls him "Studly" and swears that it speaks to him late at night when no ones around. Alan is musing as to why 3D Realms can't seem to hire any females for him to "work with". We're thinking of trading Dirk in for female artist. Chuck is moving into a new apartment that’s closer to the offices.
Allen is doing new and unheard of things in a parallax level. Ken has been working on some new network features that should be useful in Shadow Warrior. Our sector objects now have hit points and can take damage. There is some new shrapnel code to make shrapnel triggered where-ever you want it. Programming, models, maps, and art are all progressing nicely.
Jim "hurled his insides out" for a day or two and now is off to Seattle to visit his wife. Dirk found an action figure at K-Mart that looks very much like our Shadow Warrior character. He's posed on Frank's desk urging him to program faster by brandishing his large knife and machine gun. Frank calls him "Studly" and swears that it speaks to him late at night when no ones around. Alan is musing as to why 3D Realms can't seem to hire any females for him to "work with". We're thinking of trading Dirk in for female artist. Chuck is moving into a new apartment that’s closer to the offices.
Update: 07/19/96
There is now every kind of teleporter you could ever want in the game. The most interesting ones are the ones that you don't notice. George and Allen have started doing some multi-play testing and things are looking good on that front. Maps continue on at a good clip from Eric, Jim, and Allen. Lots of clean up work has been done and is continuing in the programming/maps/art department. Chuck is on to modeling our kamikaze coolie character and his flayed version. They are looking great.
The big thing around the office is GURGL'IN GUTS. Dr I. M. Gorey (the dastardly fellow on the box) promotes his squishy brains, hearts, eyeballs, and intestines/stomachs. Squeezing them makes for juicy fun-filled auditory and tactile pleasure. Speaking of squishy stomachs, Frank is heading home for the weekend to see his lovely wife with the bulging belly.
Dirk has been moving into a new apartment. Allen has been taking the opportunity to interview female artists for Dirks job. The saga continues.
There is now every kind of teleporter you could ever want in the game. The most interesting ones are the ones that you don't notice. George and Allen have started doing some multi-play testing and things are looking good on that front. Maps continue on at a good clip from Eric, Jim, and Allen. Lots of clean up work has been done and is continuing in the programming/maps/art department. Chuck is on to modeling our kamikaze coolie character and his flayed version. They are looking great.
The big thing around the office is GURGL'IN GUTS. Dr I. M. Gorey (the dastardly fellow on the box) promotes his squishy brains, hearts, eyeballs, and intestines/stomachs. Squeezing them makes for juicy fun-filled auditory and tactile pleasure. Speaking of squishy stomachs, Frank is heading home for the weekend to see his lovely wife with the bulging belly.
Dirk has been moving into a new apartment. Allen has been taking the opportunity to interview female artists for Dirks job. The saga continues.
Update: 07/26/96
The Levelord took Eric's R&D Construction map and has it mostly completed. It's looking very cool. Jim is touching up our weapons and hands for the panel. He's also working on the graphics for our rail gun. Can't wait for that one! Frank has been working on menus and function key routines and trying to get the user interface looking good. Allens got a "huge.map" map going. If I had to pick a descriptive metaphor, I'd say it's freak'in HUUUGE. Dirk is plugging away on misc graphics as they come up. Chuck Jones is working on our "Coolie" character, both the alive and dead versions. They are looking much more horrific. Doug Wood is modeling our Guardian head weapon. One interesting change thats been made recently for this weapon is how the player carries the head. Instead of carrying the head by the hair the player sinks his fingers into the back of the skull. The modes of firing are triggered by which fingers are touching the brain.
Allen Blum who is well known around the office for his propensity toward "angry" music has let it slip that he likes the group TLC. Well, he only likes 2 of the songs. Well, he's only listened to them once. Well, maybe he doesn't REALLY like them. TLC, whats that? Is it like a BLT?
The Levelord took Eric's R&D Construction map and has it mostly completed. It's looking very cool. Jim is touching up our weapons and hands for the panel. He's also working on the graphics for our rail gun. Can't wait for that one! Frank has been working on menus and function key routines and trying to get the user interface looking good. Allens got a "huge.map" map going. If I had to pick a descriptive metaphor, I'd say it's freak'in HUUUGE. Dirk is plugging away on misc graphics as they come up. Chuck Jones is working on our "Coolie" character, both the alive and dead versions. They are looking much more horrific. Doug Wood is modeling our Guardian head weapon. One interesting change thats been made recently for this weapon is how the player carries the head. Instead of carrying the head by the hair the player sinks his fingers into the back of the skull. The modes of firing are triggered by which fingers are touching the brain.
Allen Blum who is well known around the office for his propensity toward "angry" music has let it slip that he likes the group TLC. Well, he only likes 2 of the songs. Well, he's only listened to them once. Well, maybe he doesn't REALLY like them. TLC, whats that? Is it like a BLT?
Update: 08/02/96
Allen, Dirk, and Richard have been temporarily pulled to do some Duke work. Progress continues on weapons art and programming. Eric is wrapping up another R&D level. Frank rewrote the elevator code and calls them vators. You can now do some pretty cool stuff with them and they are very flexible.
Heinous atrocities have been committed around the office. Todd (you know, that guy who programmed the Duke thing) squeezed Allens brain until it burst. Todd had to change clothes but Allen did not seem too upset about it. Jim maintains that his brain was stolen, but I suspect he mis-placed it. Dirk has a very small mind and also a tiny brain on his key-chain. Frank's brain is just fine. He keeps it hidden from his office mates and rarely takes it out except to wash it (problems with a dirty mind). Note to Eric: Eat a couple of chili-dogs with cheese for me.
Allen, Dirk, and Richard have been temporarily pulled to do some Duke work. Progress continues on weapons art and programming. Eric is wrapping up another R&D level. Frank rewrote the elevator code and calls them vators. You can now do some pretty cool stuff with them and they are very flexible.
Heinous atrocities have been committed around the office. Todd (you know, that guy who programmed the Duke thing) squeezed Allens brain until it burst. Todd had to change clothes but Allen did not seem too upset about it. Jim maintains that his brain was stolen, but I suspect he mis-placed it. Dirk has a very small mind and also a tiny brain on his key-chain. Frank's brain is just fine. He keeps it hidden from his office mates and rarely takes it out except to wash it (problems with a dirty mind). Note to Eric: Eat a couple of chili-dogs with cheese for me.
Update: 08/09/96
Work continues with the weapon graphics and programming. The airport map is moving toward completion with all of the fine tuning. Jim has a really cool and really large volcano level going. Eric has done an R&D Experimental Gravyard area with some very neat areas and plans on starting another soon.
Allen's catz won't shut up. Every time he leaves his computer on for a while un-attended the damn thing starts making a racket. The catz are apparently breeding because they show up on Jims and Marks computer. Dirk (our resident J. F. Sebastian type) has a toy collection that is a living, breathing thing and threatens to overtake his workspace. One day Dirk will be overtaken by his toys and we will find him strapped to his chair with yo-yo string ,wearing slinky eye glasses, and an Earthworm Jim stuffed in his mouth.
Work continues with the weapon graphics and programming. The airport map is moving toward completion with all of the fine tuning. Jim has a really cool and really large volcano level going. Eric has done an R&D Experimental Gravyard area with some very neat areas and plans on starting another soon.
Allen's catz won't shut up. Every time he leaves his computer on for a while un-attended the damn thing starts making a racket. The catz are apparently breeding because they show up on Jims and Marks computer. Dirk (our resident J. F. Sebastian type) has a toy collection that is a living, breathing thing and threatens to overtake his workspace. One day Dirk will be overtaken by his toys and we will find him strapped to his chair with yo-yo string ,wearing slinky eye glasses, and an Earthworm Jim stuffed in his mouth.
Update: 08/16/96
Work continues on and on and on. Eric has done a uploaded a new R&D level with some very interesting areas. Jim is working on his truely gigantic volcano map. Will there be some virgins sacrificed? This one will be a killer. Frank has been tweaking a dozen different areas of the game.
Frank has been out of town this week visiting the ever ballooning wife. Jim and his wife had a "Joe's Apartment" experience and had to high-tail it to a new one. Eric made a trip recently and probably snuck in a few chili-dogs on the side.
Work continues on and on and on. Eric has done a uploaded a new R&D level with some very interesting areas. Jim is working on his truely gigantic volcano map. Will there be some virgins sacrificed? This one will be a killer. Frank has been tweaking a dozen different areas of the game.
Frank has been out of town this week visiting the ever ballooning wife. Jim and his wife had a "Joe's Apartment" experience and had to high-tail it to a new one. Eric made a trip recently and probably snuck in a few chili-dogs on the side.
Update: 08/23/96
Jim is working on some tech graphics for his newest level. Frank has been jumping around in the code, where he'll stop nobody knows.
The Ping-Pong table has been set back up at the office. Once again, Frank is putting the spank on all takers. There is now a name for this phenomenon, Frank Spank (TM). There is even a new left handed version of the Frank Spank (TM) for the lesser players around the office. Frank Spank (tm) is ®© 1996 Frank Maddin.
Jim is working on some tech graphics for his newest level. Frank has been jumping around in the code, where he'll stop nobody knows.
The Ping-Pong table has been set back up at the office. Once again, Frank is putting the spank on all takers. There is now a name for this phenomenon, Frank Spank (TM). There is even a new left handed version of the Frank Spank (TM) for the lesser players around the office. Frank Spank (tm) is ®© 1996 Frank Maddin.
Update: 08/30/96
This week Frank applied The Spank (TM) to the code with many new and interesting tricks. Jim continues to crank out tech graphics and work on his new level.
Next week Frank starts his Frank Spank (TM) franchise business off with a Frank Spank (TM) video, available in stores "When It's Done!". Next is a Frank Spank (TM) 1-900-SPANK-ME number for people to call and actually hear an authentic recorded message of Frank spouting how good he is at Ping Pong.
You'll also get free for a limited time the Top 10 Excuses Frank hears from opponents. ($4.95 a minute plus tax, you must be over 21 to call, other charges may apply)
This week Frank applied The Spank (TM) to the code with many new and interesting tricks. Jim continues to crank out tech graphics and work on his new level.
Next week Frank starts his Frank Spank (TM) franchise business off with a Frank Spank (TM) video, available in stores "When It's Done!". Next is a Frank Spank (TM) 1-900-SPANK-ME number for people to call and actually hear an authentic recorded message of Frank spouting how good he is at Ping Pong.
You'll also get free for a limited time the Top 10 Excuses Frank hears from opponents. ($4.95 a minute plus tax, you must be over 21 to call, other charges may apply)
Update: 09/06/96
Many fixes and improvements have taken place this week. There are new lighting effects, some new build editor add-on programming, and a few new sector effects. We got a new rendered boulder from Chuck for the Volcano level. Jim finished up our chop-stick player hands. Hmmm, wonder what those are for? Jim is going back to his E1L1 level and adding a lot of the new stuff we have programmed. Its looking very good indeed.
All 3D Realms/Apogee employees now get free soda and snacks. The snacks run out in the blink of an eye so some people are taking up the snack slack. Dirk has provided a supply of chocolatty goodness in the Duke office. At any moment he could show up with an Everlastinggobstopper and a troup of small orange men. Alan is a jerky man. I can't say more than that.
There has been spotted around the office a small animal of the phylum rodentia that has been seen climbing the network cables with an excess of speed. Although not his real name, we'll call him Algernon. It is widely believed that Algernon is responsible for shunting network packets around from computer to computer in a tiny briefcase. More on this as it develops.
Many fixes and improvements have taken place this week. There are new lighting effects, some new build editor add-on programming, and a few new sector effects. We got a new rendered boulder from Chuck for the Volcano level. Jim finished up our chop-stick player hands. Hmmm, wonder what those are for? Jim is going back to his E1L1 level and adding a lot of the new stuff we have programmed. Its looking very good indeed.
All 3D Realms/Apogee employees now get free soda and snacks. The snacks run out in the blink of an eye so some people are taking up the snack slack. Dirk has provided a supply of chocolatty goodness in the Duke office. At any moment he could show up with an Everlastinggobstopper and a troup of small orange men. Alan is a jerky man. I can't say more than that.
There has been spotted around the office a small animal of the phylum rodentia that has been seen climbing the network cables with an excess of speed. Although not his real name, we'll call him Algernon. It is widely believed that Algernon is responsible for shunting network packets around from computer to computer in a tiny briefcase. More on this as it develops.
Update: 09/16/96
Several muti-play testing rounds between Jim and George generated a nice list of tweaks and fixes. Steven Hornback has been doing some breakable items, rendering some Rail Gun smoke and finishing up a new backdrop for the game. Jim has been working on several levels at once getting them in shape. Eric is working on finishing a couple of Episode 2-3 levels.
Alas, the sweet sound of pinging and ponging has not been heard around the office lately. The problem? Frank is bored with his opponents. Hmmm, perhaps when that young upstart Ken Silverman comes by to visit. I hear he has a pretty fast paddle. I wonder...? Could it be...? Frank Spank(tm) time once again!
Several muti-play testing rounds between Jim and George generated a nice list of tweaks and fixes. Steven Hornback has been doing some breakable items, rendering some Rail Gun smoke and finishing up a new backdrop for the game. Jim has been working on several levels at once getting them in shape. Eric is working on finishing a couple of Episode 2-3 levels.
Alas, the sweet sound of pinging and ponging has not been heard around the office lately. The problem? Frank is bored with his opponents. Hmmm, perhaps when that young upstart Ken Silverman comes by to visit. I hear he has a pretty fast paddle. I wonder...? Could it be...? Frank Spank(tm) time once again!
Update: 09/30/96
Jim has been adding a whole bunch of cool puzzles to all his maps. The newest mapper at 3D Realms, Stephen Cole, has started up on the Construction Area map. Eric Reuter is working on his Prison map adding all the new tagging and sector tricks that will fit.
Frank had a trip to the hospital on both Saturday and Monday to pick up some mind numbing drugs. Turns out that hospitals don't just hand these out and you have to prove you have some pain. Through a series of tests it was determined that Frank had been spanked by a kidney stone.
Dirk has no room at his desk to work anymore because of all his toys. If he tries to get to his keyboard or mouse he'll knock one over and thats no good because they all need to be posed. Everyone around the office is raving about the Nintendo 64 and the new Mario game. Allen bought one but he is too busy to play it.
NOTE:
Effective immediately, the day that the new updates will appear will now be Monday, as opposed to Friday, like it used to be.
Jim has been adding a whole bunch of cool puzzles to all his maps. The newest mapper at 3D Realms, Stephen Cole, has started up on the Construction Area map. Eric Reuter is working on his Prison map adding all the new tagging and sector tricks that will fit.
Frank had a trip to the hospital on both Saturday and Monday to pick up some mind numbing drugs. Turns out that hospitals don't just hand these out and you have to prove you have some pain. Through a series of tests it was determined that Frank had been spanked by a kidney stone.
Dirk has no room at his desk to work anymore because of all his toys. If he tries to get to his keyboard or mouse he'll knock one over and thats no good because they all need to be posed. Everyone around the office is raving about the Nintendo 64 and the new Mario game. Allen bought one but he is too busy to play it.
NOTE:
Effective immediately, the day that the new updates will appear will now be Monday, as opposed to Friday, like it used to be.
Update: 10/07/96
Great stuff continues on the game with more cool map work on the all the maps. Eric is working on a top secret level when he's not finishing up some of his more completed maps. Programming is going quite well with a lot of new things for the mappers to try out. Lee Jackson has taken our sound and music over and has started to add his touches. The first song I heard from him was excellent.
New toy alert! Allen has a plethora of new toys. Three are very musical. A low rider truck that plays a funky hip-hop tune. A guitar that wails heavy metal. A mega-phone voice distorter with special effects such as scratching and guitar licks. A few more of these toys and we could easily start a world tour. Rounding out the toy list for this month is a small remote controlled car that goes 100 mph scale whose purchase was inspired by the Nissan "You Really Got Me" commercial. BTW, what the heck is up with Van Halen? Gary Cherone?
Great stuff continues on the game with more cool map work on the all the maps. Eric is working on a top secret level when he's not finishing up some of his more completed maps. Programming is going quite well with a lot of new things for the mappers to try out. Lee Jackson has taken our sound and music over and has started to add his touches. The first song I heard from him was excellent.
New toy alert! Allen has a plethora of new toys. Three are very musical. A low rider truck that plays a funky hip-hop tune. A guitar that wails heavy metal. A mega-phone voice distorter with special effects such as scratching and guitar licks. A few more of these toys and we could easily start a world tour. Rounding out the toy list for this month is a small remote controlled car that goes 100 mph scale whose purchase was inspired by the Nissan "You Really Got Me" commercial. BTW, what the heck is up with Van Halen? Gary Cherone?
Update: 10/14/96
Ken Silverman is in town helping Frank update network code and helping with general problems. Maps are going good with Jim, Eric, Randy, and Stephen working on them. Randy just picked up the Plax map. Stephen is working on Dozer and it is coming along very well. Jim is very close to "done" with 2 shareware maps and is working on a 3rd. Lee Jackson has done two awesome new songs. They are so good I'd like to get a CD of Shadow Warrior songs when the game is over. Chuck is working on the model of our "Evil" enemy ninja. Can't wait to see that!
The young Kenneth did prove to be a worthy ping pong opponent but alas fell, and fell hard, to the Frank Spank(tm). Recently the Frank Spank(tm) has gained sentience. This thing has grown larger than Frank and he is now but a pawn to it. While it is true that absolute power corrupts absolutely, the Frank Spank(tm) corrupts "even more absolutely". Perhaps the near future holds an X-files or Seinfeld episode about this?
Ken Silverman is in town helping Frank update network code and helping with general problems. Maps are going good with Jim, Eric, Randy, and Stephen working on them. Randy just picked up the Plax map. Stephen is working on Dozer and it is coming along very well. Jim is very close to "done" with 2 shareware maps and is working on a 3rd. Lee Jackson has done two awesome new songs. They are so good I'd like to get a CD of Shadow Warrior songs when the game is over. Chuck is working on the model of our "Evil" enemy ninja. Can't wait to see that!
The young Kenneth did prove to be a worthy ping pong opponent but alas fell, and fell hard, to the Frank Spank(tm). Recently the Frank Spank(tm) has gained sentience. This thing has grown larger than Frank and he is now but a pawn to it. While it is true that absolute power corrupts absolutely, the Frank Spank(tm) corrupts "even more absolutely". Perhaps the near future holds an X-files or Seinfeld episode about this?
Update: 10/21/96
Ken Silverman completed his trip and bid adieu to the Apogee offices. Ken helped out greatly with the network code and with a multitude of other small issues. Thanks for your help Ken.
Good things are happening on the modeling and music front. Maps have also been going well. Eric has not been feeling to well lately and we all hope he gets better soon.
(No animals were harmed in the writing of this SW weekly update)
Ken Silverman completed his trip and bid adieu to the Apogee offices. Ken helped out greatly with the network code and with a multitude of other small issues. Thanks for your help Ken.
Good things are happening on the modeling and music front. Maps have also been going well. Eric has not been feeling to well lately and we all hope he gets better soon.
(No animals were harmed in the writing of this SW weekly update)
Update: 08/22/97
It's been awhile since the last Shadow Warrior update, but with good reason. The team has been busy spending their time finishing the game, and bringing you the news you want to hear.
IT'S DONE!
The registered version has been completed. After a final exhaustive night of testing on August the 21st, the game was declared "finished" by producer George Broussard around midnight.
What you see here is a picture of Joe Siegler, the person at 3D Realms who makes the CD masters for us. Joe is holding the Fedex box that contains all the copies of the masters that he burned for GT Interactive, the distributor. The game will be in GT's hands on Saturday, and then they can begin the process of duplicating the CD's, putting together the manuals, and all that. We are currently looking at mid September for them to actually be in the stores, unless something crops up at the last second. We don't have a precise date yet as to when they'll be in the stores (or when we'll have the direct order shipments ready), but once we get a more precise date, we will be posting it here.
An updated shareware episode will be made available for download shortly as well (probably within the next 7 to 10 days).
It's been awhile since the last Shadow Warrior update, but with good reason. The team has been busy spending their time finishing the game, and bringing you the news you want to hear.
IT'S DONE!
The registered version has been completed. After a final exhaustive night of testing on August the 21st, the game was declared "finished" by producer George Broussard around midnight.
What you see here is a picture of Joe Siegler, the person at 3D Realms who makes the CD masters for us. Joe is holding the Fedex box that contains all the copies of the masters that he burned for GT Interactive, the distributor. The game will be in GT's hands on Saturday, and then they can begin the process of duplicating the CD's, putting together the manuals, and all that. We are currently looking at mid September for them to actually be in the stores, unless something crops up at the last second. We don't have a precise date yet as to when they'll be in the stores (or when we'll have the direct order shipments ready), but once we get a more precise date, we will be posting it here.
An updated shareware episode will be made available for download shortly as well (probably within the next 7 to 10 days).
Update: 09/11/97
As you should have seen by now, the shareware episode of v1.2 has been released. If you haven't picked it up yet, you can do so here. Also, the registered version has been in GT's hands for some time now, and we expect to take delivery of our consignment of registered CD's for direct orders on Friday the 12th. I'm also told that the retail stores will have their copies shipped from GT on Monday the 15th. I'd say they should physically be on store shelves by the end of next week. Keep your eyes peeled. Once we physically have copies in house, I will post another update letting you know that, too.
There are three registered versions of Shadow Warrior. The most common one is the "Regular" one, and that's what we will be selling direct, and the bulk of the stores will sell. The second one is the "Parental Lock" version, and that's very similar to the version of Duke Nukem Atomic that WalMart sold. It has the forced parental lock version, that won't turn off no matter what you do to it. The third is the "UK Restricted" version. This one has the shurikens replaced with darts (that's the only change). Apparently someone went nuts over in the UK in the 70's and starting killing people with shurikens after seeing a lot of bad B Kung-Fu movies, so you now can't depict a shuriken there. We had to change the game to do this in order to be able to sell it there at all. Sorry about that, UK'ers. On the positive site, we will be making patches available on our site that you can download and apply to both the Parental Lock version and the UK Restricted version that will turn them back into the regular version.
Also, I'm told that a 3DFX patch could be released online in a couple of weeks. More info on that if and when it happens.
Joe Siegler
As you should have seen by now, the shareware episode of v1.2 has been released. If you haven't picked it up yet, you can do so here. Also, the registered version has been in GT's hands for some time now, and we expect to take delivery of our consignment of registered CD's for direct orders on Friday the 12th. I'm also told that the retail stores will have their copies shipped from GT on Monday the 15th. I'd say they should physically be on store shelves by the end of next week. Keep your eyes peeled. Once we physically have copies in house, I will post another update letting you know that, too.
There are three registered versions of Shadow Warrior. The most common one is the "Regular" one, and that's what we will be selling direct, and the bulk of the stores will sell. The second one is the "Parental Lock" version, and that's very similar to the version of Duke Nukem Atomic that WalMart sold. It has the forced parental lock version, that won't turn off no matter what you do to it. The third is the "UK Restricted" version. This one has the shurikens replaced with darts (that's the only change). Apparently someone went nuts over in the UK in the 70's and starting killing people with shurikens after seeing a lot of bad B Kung-Fu movies, so you now can't depict a shuriken there. We had to change the game to do this in order to be able to sell it there at all. Sorry about that, UK'ers. On the positive site, we will be making patches available on our site that you can download and apply to both the Parental Lock version and the UK Restricted version that will turn them back into the regular version.
Also, I'm told that a 3DFX patch could be released online in a couple of weeks. More info on that if and when it happens.
Joe Siegler
Update: 09/15/97
We have received our shipment of registered Shadow Warrior CD's, and we have begun shipping them. We expect it will take about a week to ship all the pre-orders, and I will inform the net as to when they have all shipped out.
Joe Siegler
We have received our shipment of registered Shadow Warrior CD's, and we have begun shipping them. We expect it will take about a week to ship all the pre-orders, and I will inform the net as to when they have all shipped out.
Joe Siegler
Update: 09/23/97
All direct orders of Shadow Warrior Registered completed shipment on Wednesday the 17th of September. They should be in your hands by now, or will be shortly.
In other news, Shadow Warrior is being ported to the Macintosh, by the same people (but not the same company) that did the Duke Nukem 3D Atomic port. No date is set yet, but when we hear something, we'll let you know.
All direct orders of Shadow Warrior Registered completed shipment on Wednesday the 17th of September. They should be in your hands by now, or will be shortly.
In other news, Shadow Warrior is being ported to the Macintosh, by the same people (but not the same company) that did the Duke Nukem 3D Atomic port. No date is set yet, but when we hear something, we'll let you know.
Update: 10/01/97
Effective immediately, there will be no further Shadow Warrior Development updates. The game is done, and as such, development updates are no longer relevant. These pages will remain here however so you can read the old ones. Any new Shadow Warrior news will be on our Apogee / 3D Realms News Page.
Effective immediately, there will be no further Shadow Warrior Development updates. The game is done, and as such, development updates are no longer relevant. These pages will remain here however so you can read the old ones. Any new Shadow Warrior news will be on our Apogee / 3D Realms News Page.
January 12, 1998
SW 3Dfx Update Info We are testing the final version of the v1.1 3Dfx patch for Shadow Warrior. (This is not to mean that it will work with v1.1 of the game, it won't - This is a update to the existing 3Dfx patch, so it's called the 3Dfx patch 1.1). If there aren't any problems, we anticipate a release by Friday of this week. Here is some of what you can look forward to in the upgraded patch:
SW 3Dfx Update Info We are testing the final version of the v1.1 3Dfx patch for Shadow Warrior. (This is not to mean that it will work with v1.1 of the game, it won't - This is a update to the existing 3Dfx patch, so it's called the 3Dfx patch 1.1). If there aren't any problems, we anticipate a release by Friday of this week. Here is some of what you can look forward to in the upgraded patch:
- You can now save/load games successfully.
- Can select resolutions from the set3dfx.exe program.
- F5 will toggle resolutions in the game now.
- Colors are no longer "muddy" and match the software version closely.
- Status bar should no longer be "garbled".
- Added 800x600 support.
- Smoke Bomb will now make your hands transparent, so you can tell you are invisible.
- Multiplay frag bar no longer has top line cut off
- Better error message if glide2x.ovl not found in your path.
Here is some text from George Broussard, the President of 3D Realms.
It was posted on our America Online Forum on July 22, 1996:
Subj: OFFICIAL Shadow Warrior News Date: 96-07-22 19:45:24 EDT From: George Broussard Posted on: America Online
To All:
Here is some updated SW info for you all, since we seem to be getting a little impatient :)
Release: When it's done. We expect a shareware release this year, but that's as close as we're getting for now.
Machine: SW will need a Pentium 60+. We are bumping the requirements due to more complexity in the engine and detail. We simply cannot leapfrog Duke and stay on a 486.
New features: One will be true rooms above rooms. Really. You can have fully open rooms with beams running across them and can walk on the beams etc. You can have a house outside and see the roof and what's inside it at the same time. Lots and lots of this stuff. Should improve the 3D feel wuite a bit. Holes in floors, ledges where you have over/under. All of it.
Weapons: We decided to try a rail gun as in Eraser. Look pretty cool, but still working on art for the gun and the smoke effect. Will be hard to pull off well. Current weapons lineup: Sword, shurikens (will likely be dropped in favor of high tech fun weapon), 4 barrell riot chotgun, Rocket launcher with single/mass firings and possibly a heat seeker option, grenade launcher, sticky proximety mines that stick to walls, floors ceiling and go off when something is near, and a few more weapons we are working on.
Completion: The game is in full wrap up mode with 10+ people slamming on it all the time. There is a lot to do though, so don't expect a release within 2 months.
Levels: Will be realistic places with cool stuff to do like: Drive tanks over people, shoot them, ram down walls. Lots of little touches like this. We will keep most of it as a surprise.
Screen shots: I know we need some new ones fast. The old ones are all out of date. We are just waiting for things to solidify into it's final form re: status bar art etc...
That's it for now. We will try to hurry with those shots for the web and our America Online & CompuServe forums.
It was posted on our America Online Forum on July 22, 1996:
Subj: OFFICIAL Shadow Warrior News Date: 96-07-22 19:45:24 EDT From: George Broussard Posted on: America Online
To All:
Here is some updated SW info for you all, since we seem to be getting a little impatient :)
Release: When it's done. We expect a shareware release this year, but that's as close as we're getting for now.
Machine: SW will need a Pentium 60+. We are bumping the requirements due to more complexity in the engine and detail. We simply cannot leapfrog Duke and stay on a 486.
New features: One will be true rooms above rooms. Really. You can have fully open rooms with beams running across them and can walk on the beams etc. You can have a house outside and see the roof and what's inside it at the same time. Lots and lots of this stuff. Should improve the 3D feel wuite a bit. Holes in floors, ledges where you have over/under. All of it.
Weapons: We decided to try a rail gun as in Eraser. Look pretty cool, but still working on art for the gun and the smoke effect. Will be hard to pull off well. Current weapons lineup: Sword, shurikens (will likely be dropped in favor of high tech fun weapon), 4 barrell riot chotgun, Rocket launcher with single/mass firings and possibly a heat seeker option, grenade launcher, sticky proximety mines that stick to walls, floors ceiling and go off when something is near, and a few more weapons we are working on.
Completion: The game is in full wrap up mode with 10+ people slamming on it all the time. There is a lot to do though, so don't expect a release within 2 months.
Levels: Will be realistic places with cool stuff to do like: Drive tanks over people, shoot them, ram down walls. Lots of little touches like this. We will keep most of it as a surprise.
Screen shots: I know we need some new ones fast. The old ones are all out of date. We are just waiting for things to solidify into it's final form re: status bar art etc...
That's it for now. We will try to hurry with those shots for the web and our America Online & CompuServe forums.
All development updates pulled from the 3drealms website accessible from the WayBackMachine on April 30 2013.