
MESSAGE #6 - Apr 5, 2004
The ship Maximus XV was transporting fifteen biospheres. Each of them was inhabited. People couldn't survive the attack. They died devoured or torn by voracious beasts. What did they do in the last hours of their lives? We would be able to get to know some parts of their reports. Each biosphere is equiped with devices called VVC (Visual and Vocal Communicator). People left there their messages – a kind of diary concerning the tragedy of their last hours.
"Mother's" interior is totally different type of terrain from what we can see during the whole game. It needs special attitude, as it is a separate unit – Maximus's main headquarters. You will be surprised by the look of this module and by everything you'll see there. I cannot reveal the details now, as it is the ending of the game.
Rendering the shadows on the locations took a lot of time. We had one separate computer just for that purpose. But today everything has changed. Rendering was sped up a dozen or so times. Our graphic designers just couldn't believe what they saw. In places, where the shadows were being rendered about 30 minutes, now they appear in one minute. Everyone was asking why couldn't it be that way from the beginning. Jarek (our chief programmer) explains (with tongue in his cheek) that if he did it at the beginning, nobody would notice his work. And now we have a success and a hero.
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#10 - Currency, energy weapons and missions (May 12, 2004)
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#9 - Monsters' hierarchy and a bit of history (May 5, 2004)
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#8 - Biochips, desert roses and big spiders (Apr 27, 2004)
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#7 - Alien biospheres, eggs, robots and tasks (Apr 20, 2004)
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#6 - Communicators, Mother module and shadows (Apr 5, 2004)
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#5 - A few words on cannons (Mar 29, 2004)
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#4 - Holographs, teleports and scientific biospheres (Mar 22, 2004)
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#3 - Loading times, better mines and deserted lands (Mar 15, 2004)
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#2 - Frozen biospheres, mine fields and teleports (Mar 8, 2004)
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#1 - Biomechs, catchers and marshy locations (Mar 1, 2004)
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