An interview with Dave Reed, creator, designer, and mastermind behind the opus in progress known only as "Mystik Tank".

ARTech
Okay. Let's start this off at the beginning, the obvious falsity, and work our way up. Is texture mapping impossible on the Amiga?
davereed
Impossible is a funny word. Such techniques are possible on any machine with enough memory to support textures.
ARTech
Okay, so what does the Amiga architecture present as difficulties when trying to build a texture mapping algorithm?
davereed
As many people mention, it does take more work to do this kind of pixel by pixel handling with a Planar chip set; though, with faster machines, texture mapping still works well. It's often a matter of money.
davereed
People in the PC market often will buy the highest and most powerful machine they can get their hands on for a game.
ARTech
So, what kind of Amiga can honestly be expected to do texture mapping well?
davereed
Any machine with the Mhz to push it. If the standard was the 040 processor, texture mapping would hardly be an issue.
ARTech
So a good texture mapping algorithm on the Amiga is 100% reliant on the speed of the main CPU, then?
davereed
Done the easy way, yes. Done the smart way, no.
ARTech
So, what kind of algorithms are being used, by and large? Are we still following in the footsteps of DOOM, or have the algorithms become more complex?
davereed
To tell the truth, some algorithms have gone past Doom, at a price of speed, no less.
ARTech
What kinds of algorithms are the easy way, and which ones fall under the "smart" category? Is there still a use for the Amiga chipset in the advanced algorithms that texture mapping presents?
davereed
Well, hard for me to say. I don't handle the technical aspect of these things too much.
davereed
You can actually get some nice results by using some of the cycles in the Custom Chips, but lots of people worry about making something too custom chip dependant.
ARTech
Do you?
davereed
Basically, I handle the game design and ideas behind it, but the coders do most of the techie stuff.
ARTech
I see. How many coders do you have working on your engine, then? And how many man hours have been spent in the design phase?
davereed
Okay, one question at a time. (ARTech smiles.)
davereed
Right now, there are 2 coders working on the main game engine. The main engine is a 2 part series.
davereed
The design phase has been long. too long. I mean, too long, for it is very hard to get help when you aren't well known.
ARTech
What kind of help have you needed?
davereed
It took me 2 1/2 years just to get a team that has stuck together.
davereed
I used to try joining people who started groups, but they often fell apart. (room fades in one of those wavy wipes into a dream sequence)
davereed
About 5 years ago, I bagen writing fantasy stories. They were not simply fantasy stories, but they were somewhat of an autobiography of myself.
davereed
I wrote them, initially, for self-illumination. Something to help me (perhaps) grow wiser in the ways of life (so to speak). I just never liked to write about myself.
davereed
After a couple of years and Wolfenstein 3D was released (also, after 3 stories I wrote, based on the same planet), I had an Idea for a game.
ARTech
Idea with a capitol I, it seems. (ARTech smiles.)
davereed
Yes, a capital I.
davereed
A futuristic game to take place many years, after these stories had taken place. Now, I can really say that this may be the first game designed with 5 years of storywork behind it that hasn't already been made a series, or a movie, or something.
davereed
Well, Wolf 3d awakened the memories of the fun Atari 3D arcades i used to play. I've played nearly all the arcades, ever since the Pacman era.
ARTech
So did I. Long gone are the days of typing in programs from Compute!, though.
davereed
Heh. I remember typing in programs from Compute!
ARTech
I've found that there are few programmers that don't remember typing in programs from Compute! (ARTech smiles.)
davereed
I started to design my dream game.
ARTech
Tell me about the dream game. (no, not you, Usul.)
davereed
Well, I started on developing the idea of a game that mixed the 3d Atari Arcades (With things coming at you from all around), the environment from the movie Tron, and the kind of Magic system from an RPG.
ARTech
Sounds like quite the dream. (the earth shakes and splits as IRC undergoes one of the hundreds of netsplits that rock its foundation daily)
davereed
The Old arcades also didn't mind doing a split screen idea, with more than 1 perspective.
davereed
Often a double perspective, for 2 people to hack around.
davereed
What the double display is used for in my game, I'm not sure I can say, at the moment.
davereed
But lets just say that Tanks are often not controlled by 1 person.
ARTech
Okay. So, we come back to the design, then; have your programmers asked you to scale down your vision of the game?
davereed
One has, the other is doing another game which also does some pushing of its own.
davereed
Me. I don't ask to scale things down. We take things one thing at a time and just keep adding, till it reaches what it is supposed to do. Then we talk scaling.
davereed
To make an ok game, you code simply thinking that we have to cut this and this out.
davereed
To make a game that truly is innovative, you've got to simply code for what you'd like to have, and then once the game is there, see what you can do to it.
ARTech
Do you think that the problems you had trying to get programmers to work with you are in any way symbolic of the general attitudes of the Amiga development community?
davereed
Some of them, were mainly problems between themselves.
davereed
The idea that the Amiga has some effect in the difficulty of finding anybody is true.
davereed
That's why Origin took off so easily.
davereed
The other people weren't working for me, but I was coming in as a musician, trying to break some known ground. To establish myself so that I could be in a position to make the game a reality with that group.
davereed
Scratch Musician. Composer is the better name.
ARTech
I've had people say that while the users seemed to have a strong vision of the Amiga, somewhere along the line, the programmers lose it. Do you feel that has any truth? Is something disillusioning our development community causing them to lose the vigor they held as users?
davereed
Fear is the answer to your question.
ARTech
Very Kosh-ish of you. So, you think that it's the times we live in, then, and not a general attitude.
davereed
Origin, in the PC market coded for the biggest machines with games that were spectacular enough to get people to upgrade.
davereed
Many programmers in the Amiga market are afraid to do what Origin did because they aren't sure of Amiga users will upgrade for a new and spectacular game, such as in the PC market.
davereed
Years ago, I believed Amiga users would. I still do.
davereed
Not that the Ami scene is the only thing I plan to code for. But to push the market for faster processors, I'm all for it.
ARTech
What kind of requirements, then, can users expect your dream game to have? 030? 040? Graphics card? ECS or AGA?
davereed
As for the first project, mainly what is needed is 2 megs and for the speed a nice 030. Graphics is not dependant.
ARTech
And the second?
davereed
The second should be the same, based on the same engine.
davereed
I do have something in the platform genre working up, on paper. I've even started some of the soundtrack for that one, but that would be AGA.
ARTech
What kinds of problems have you had designing an engine that is both depth and hardware independent? What kinds of things have you done to make sure that the hardware is used to its potential?
davereed
Well, with chunky to planar conversion, there isn't an AGA hardware specialty that is needed. But Magical spell effects are nice with custom chips. There is also some other things such as transparencies, etc....
davereed
Take Black crypt for instance.
ARTech
Please do. I never had the opportunity to play the game.
davereed
Black Crypt really doesn't need a whole lot in the custom chips, but the magical effects use the blitter nicely.
davereed
When you play around with what you can do with a plane in planar graphics, they can do some fun things without the CPU.
ARTech
What kinds of things can be done with the planar graphics system that you feel are the best examples of that statement?
davereed
One of the things I like about Amiga's custom chips, in particular, is the transparent copper runs.
davereed
It is done in some euro demos, but also in Black Crypt (Yep, there's that word again).
davereed
In BC, there are various magical barriers which you can see through, but have their own colors which cycle in a particular direction. (Half transparent walls).
davereed
They don't have to be walls, however. Imagine, using something that cycles in a direction to refract or reflect light.
davereed
Just an idea.
ARTech
Fascinating.
davereed
Well, BC doesn't shoot off light. I was just taking it to a possible conclusion, could make a neat idea of something to bounce things off (i.e. lasers possibly?)
davereed
We are coding the stuff as system friendly as possible. I.E. no real poking around. There are some things in which the graphics are real easily ported between the two sides.
davereed
For the first versions, the game will need the custom chips.
ARTech
What happens when the custom chips are gone? Do you then rely on the CPU to do what the chips would have done, or do you simply leave the feature out?
davereed
Under RTG, most machines will be powerful enough to do the same things without them.
ARTech
So you plan on releasing a version of the game for each "platform" then; such as ECS, AGA, and RTG-boards?
davereed
The engine already supports ECS and AGA. RTG boards are an option, only needing to redirect some thing.
ARTech
How have your programmers reacted to the demands your dream game has placed upon them? How do they feel about the project?
ARTech
(one would hope that they are ecstatic, and honored, but you know how programmers can be.)
davereed
They keep telling me about how big and well-done the storyline is. They see a neat idea, but I know they aren't sure about how it is until they have a tangible product ready.
davereed
Perhaps they make think I'm a bit looney, especially that I wanted a combination texture mapper and polygon system put into the engine. I.e. a double engine.
ARTech
Sounds like a good idea to me, though.
davereed
It'll work. Years after I came up with that idea, Team 17 is now working on 3D Off Road, which does this.
davereed
Imagine, if I could've gotten the team as early as I wanted. I would've had the game ready before Doom was ever released to the public eye. :)
davereed
The game is nothing like Doom, in game play, but people will see texture-mapping and immediately classify it.
ARTech
I know that you and your team work over the internet; how has that helped or hindered productivity, and what has it done to the communication between design and coding phases?
davereed
The design definitely gets hindered by internet, but mostly by not having a mailing list.
davereed
Things seem to be moving along, however, mainly since I come on here and mail so often.
ARTech
So you feel that for proper development, the minimum requirement for productivity would be a mailing list.
davereed
I basically try to maintain a daily presence, here. If anything comes through, I relay it.
davereed
I also try to ask questions and so forth,
ARTech
Have you found productivity within the constrained walls of IRC?
davereed
Funny enough. Dave Bryson and I are the only ones with IRC access. At least, the only ones I've seen on IRC.
ARTech
Has it been useful?
davereed
IRC. Hmm. It's been useful for my general Amiga stuff, but not much for the game.
ARTech
Mostly email, then.
davereed
Heh. my project has been all email and/or ftp.
davereed
The design ofthe game is big. The tmapping only makes a tiny part of the game.
davereed
I had originally designed the game without any texture mapping, but Tomwoof insisted that I do it.
ARTech
How many people, total, are involved in creating various elements of the game?
davereed
I can say around 5, at the moment. Two for the engine, two others for the Cartoon stuff.
davereed
There are other people doing voices and stuff, but the voices come last in the animation process. That, is the fun part!!
davereed
Basically, the people speak into a microphone as they watch the character's mouth move.
ARTech
Wow. :)
ARTech
Is there anything you'd like to say to anyone who, like you, wakes one morning with one of those Ideas for a game?
davereed
Heh. No one can wake up one morning and make a game.
ARTech
Yes, but is that what you want to SAY to them. :)
davereed
Nah!
ARTech
What would you say, then?
davereed
All I can say is: If you have an idea that you REALLY want to express. Write it down and don't ever, ever, *EVER* give up.
davereed
Did I mention to never give up??
davereed
I can't say that more than enough.
davereed
I'm not pushing this game to simply make a neat game. I have to finish this. There's a huge message behind it and all of the stories I will probably have published when the game is released.
ARTech
Thanks, Dave. Now's the part where you give us your contact information, so that anyone who thinks you're a god can write and worship you.
davereed
Heh. Worship is the last thing I want.
ARTech
I'm sure all of the parents whose nobility many computer games seem to offend will be appeased by that statement alone. :)
davereed
That's the funny part about my game. It couldn't be considered either super violent or super cute.
davereed
And I never like to be seen as higher than anybody else. But my main email address is davereed@wam.umd.edu
ARTech
davereed: Do you have a working or final title for the name of your game?
davereed
Yes, the name is Mystik Tank (Spelled correctly for the title)
davereed
It's a funny name, but it fits the description, once you know the storyline. It's also not simply about the Tank. :)
ARTech
Thanks, dave. And, of course, you're free to close with any final comments.
davereed
Ok. I actually do have a comment.
davereed
Basically, it is for developers, no matter what platform they are on.
davereed
when you come up with an idea, think first about what it can do, not how small you can make it. Tone it down later, not before. Otherwise, you never know what you could've missed.
davereed
The programmers who do this will always come out on top.
davereed
And the funny thing, they'd think it was like taking candy from a baby. Not to condone the stealing from babies. (davereed smiles.)
ARTech
Sounds like good advice. Not the candy from babies, of course. :) (ARTech smiles.)
ARTech
Thanks for your large chunk of time. :)
davereed
No problem.

Dave Reed can be reached at davereed@wam.umd.edu.
If you'd like to be interviewed, or know someone who would or should be, email ARTech@Oubliette.com.