Questions For Kingpin Developer

Method has arranged for Ryan Feltrin, one of the developers of Kingpin, to answer any questions ppl want to pose to him.

Becasue of problems with the timing trying to organise an actual Q and A this will take the form of written questions that will be sent to him and he will respond.

Ryan was a developer on Kingpin and mainly developed the AI and Bagman mode!

This from an old interview with him-

Ryan: My role for Kingpin was initially just to provide navigation and AI, however it soon branched out to include most technological additions and enhancements, like multiple colored light sources on characters (very important for the look and feel), character interaction system (RPG element), persistent level data (returning to a previous level should restore the world as it was when you left), effects (like flamethrower, bullet sparks, rocket flames), locational hit detection, multiple pain skins, shootable body elements (hats, cigars) and finally, the multiplayer code (and related Linux ports) and "Bagman" game mode.
 
Meth: How did you come up with idea to make a Bagman mode for KP?
 
Ryan: This was something that still there is a lot of conjecture over, however I
remain adamant that it was my idea. I was always a huge CTF fan from Quake1 and
even moreso Quake2. So adding a similar element to Kingpin was very important to
me. However, I wanted to make sure it had that Kingpin feel, so it couldnt just
be a straight copy. Since a fundamental aspect of the game was money, I figured
this should be the basis of the multiplayer also. The design just flowed from
there, pretty much.
 
So if you have a question you want to ask Ryan then just add it to the comments in this news post (click on where it says no comments or 1 comment etc).

Mr.Damage Monday 17 December 2018 - 12:05 | Interview, News
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