
GunGame Interview (XE_ManUp) Project leader XE_ManUp spills the beans.. |
FPSB is a testament to the creativity and strength of the GunGame community; Take a look at the extensive collection of GG maps to prove it. Though it's years old, GunGame is still growing strong and development continues on the next version, GunGame: Python. To catch up on its history and glimpse it's future I've interviewed the project leader and one of the head coders: XE_ManUp.
Q: For those who don't know, just what is GunGame?
A: GunGame is a leveling mod for Counter Strike: Source. That is always "the" basic answer, which really summarizes in a bland fashion exactly "what" GunGame is. GunGame is truly a collaboration of multiple efforts, and was created by cagemonkey. By collaboration of efforts, I mean that EventScripts (created by Mattie Casper) as well as code for GunGame (written in EventScripts by multiple developers) is a collaboration not possible without multiple parties. EventScripts allows us to tie into the game, and the rest is what you see and what you play.
Basically, GunGame takes Counter-Strike: Source to a new level (pun intended). The initial game is comprised of team-based play with certain objectives: either hostage rescue/defense, or bomb planting/bomb defusal. Although this is quite cool, it can become monotonous. GunGame basically allows players to fight through every weapon (based on the server admin's selection) until one player finally wins the round. In my opinion, it is a great way to improve on your skills in Counter-Strike: Source. You are forced to be skilled in every weapon that you use, whether it is up close and personal, or far away. It is a unique twist and a break away from everyday game play with a variety of options that can make each game different on each server it is played on.
Q: What is it about GunGame that makes it so popular?

GunGame V4 Logo
A: To answer your question I am going to reference the Following.
GunGame is a very popular mod. As of the time of this interview, it runs on approximately 5.83% of all Source-based servers. GunGame is currently on 2,098 servers worldwide (Over 2200+ according to Game-Monitor), which makes it more popular than Day of Defeat: Source (1,486).... a fact that I am proud of. Gun Game’s popularity has risen over time, as more and more players stumble upon GunGame servers. I believe that the EventScripts and GunGame community is what makes it so popular. If someone has a request, it does not go unheard. The developers of GunGame have gone to great lengths to try to make GunGame as extensible as possible. What I mean by "extensible" is that anyone who has knowledge of EventScripts can code additional add-ons to GunGame. For those that don't have knowledge of EventScripts, they can request additional add-ons. Typically, we (the developers) try to listen to the community in every respect. GunGame is coded by the community, for the community. Without open-minded development, it would not have gained the popularity it has today.
Q: How did you get involved with the project?
A: My involvement began when I fell in love with GunGame after hating it. I was horrible, and then one day I won...and became an addict. I started looking through the code noticing places where it could be improved, or where I found that I could add some cool stuff. I started posting the improvements on the forums, and was eventually asked by cagemonkey to help code GunGame4. I have been coding on GunGame since before October 30, 2006. It has basically been 3 years since I started.
Q: What are your plans for the mod?
A: Oh wow...what haven't we planned?
We are currently in process of porting GunGame over to the Python coding language, which offers MASSIVE speed improvements over the prior versions of GunGame. Not only that, but it allows us the power to do much more with less plug-in requirements. We are working on a new stats system, as well as a better infrastructure for the configuration of GunGame. With GunGame: Python (the new name), you will also be able to select how many kills you have to get with each weapon on each level. I could go on and on with the new features. Let's just say that I hope that no one will be disappointed.
We are working closely with a beta team to squeeze in as many requests as possible for the upcoming release. They have provided invaluable suggestions and feedback, as well as some really awesome ideas. Let's just say that I hope that no one will be disappointed.
Q: What will be the best new feature in GG:Python, in your opinion?
A: That's a hard one to pick. There are so many! If I had to choose, it would likely be the configuration changes. We have split things up to try to make it easier to configure a custom GunGame server, as well as including the ability to declare multiple levels per-weapon. Then, we have also added the ability for custom sound packs, and other goodies as well. I can't wait to see the feedback!
Q: What other experience do you have with game development, and what has been your biggest obstacle as a coder while working on GunGame?
A: I originally started out with game modifications with a game called "Tom Clancy's The Sum of All Fears". It was kind of an in-between release between the Ghost Recon series and Raven Shield. A friend of mine and I worked together and created about 200+ new weapons for the game, as well as some new missions. It was pretty insane.
To answer the second question: TIME!
Working as well as coding in my spare time takes a toll. It takes a lot of time out of daily life, and my fiancée is calling my computer an "idiot box". I have spent countless hours coding, debugging, analyzing, and thinking up new code. My part time job has become GunGame. Too bad I don't get paid for it.
Cheebs: You could make ads appear in GG for revenue :)
XE_ManUp: Man, that would be nice.
XE_ManUp: Start accepting PayPal donations...<3
Q: Who else is involved in the making of GunGame and what roles do they fill in the team?
A: That is a very extensive question. The simplistic answer is that RideGuy and Saul are the other main developers, and we are all pretty much equals. We all fix bugs and add new code constantly. HitThePipe, Chrisber, GoodfellaDeal and TP.Predator have also contributed to the code.
Then, there is the beta team...which is a critical part to the development process. They are our guinea pigs, and one of our most valuable assets. They are the reason that we manage to find bugs and implement new features prior to releasing GunGame: Python.
Q: So we know GunGame as it is now, but what is its history?  A GunGame Classic: gg_fy_funtimes
A: GunGame was started/created by cagemonkey. It grew in popularity, and as EventScripts has updated to include new functionality, so has GunGame. Now that EventScripts has included python coding ability, we are shifting in that direction. Unfortunately, cagemonkey has become very busy, and has not had a part in the new project, so he has relinquished control of the development of GunGame to me (XE_ManUp). He wanted to insure that the legacy of GunGame continued even when he wasn't around.
Q: Going back to GG’s popularity, you've heard of the GunGame tournament ladders?
A: Absolutely.
Q: Have you ever thought of putting options into GunGame to help with tourneys?
A: No... But... I HAVE thought about coding GunGame: Tournament Edition.
Cheebs: Ooo that sounds like fun.
XE_ManUp: Unfortunately, I haven't had the time to code anything on it yet, but I do have quite a few ideas bouncing about in this thick skull of mine. For example:
Each team gets all members on a team, they all type !ready, or something.
Once ready, each team member is given the opportunity to choose a weapon of choice from the menu. The selections become the weapon order for the match.
At the beginning of the round, you select what weapon you will level up with that round. Once you have completed all weapons, you are done...but your teammates have to complete theirs to win. The first team to complete the weapon order for every team member wins.
That's one of the many ideas I have had for GunGame: Tournament Edition.
In the meantime (because I have no idea how long that would take to code), I would suggest players of tournaments send us some feature requests.
Cheebs: Sounds like it'd be popular, can't wait for that.
XE_ManUp: It'll be cool if it ever comes to fruition.
Cheebs: Let's hope so.
Q: Would GG:TE use regular GunGame maps?
A: Any future versions of GunGame will work with any type of map.
Disclaimer: This depends on how the map maker makes the map. We have run into some maps that do some weird things that GunGame doesn't account for.
Q: Are you an avid GunGame player? What are your favorite maps?
A: I love GunGame, but I spend more time coding than playing. I would be an avid player, if that weren't the case. As far as my favorite maps are concerned: fy_iceworld_css, gg_deagle5, fy_simpsons_h_32, fy_snow, fy_super_mario, and gg_fight_yard are some of the ones that come to mind. However, there are many maps out there that are really awesome. It is hard to list just a few. gg_lego_arena ... love that one.
Q: I think that about wraps it up, is there anything else you'd like to share?
A: I would like to extend a special thanks to those who have dedicated their time to making maps, models, and other additions to GunGame. Not to mention the beta testers...
The extra work people put in for GunGame is what makes the Source community so awesome.
Cheebs: Thanks for you and your team’s time and effort, we look forward to the future of GunGame.
Useful Links:
Official GunGame Forum
FPSBanana GunGame Section
|
| Published by Cheebs . 2 months ago |
 Add Comment You must login or register to access this! |
 .All Night Bananite Want more? Find related pages. |