Week 8:
Well, here it is time for another weekly update. I'm Greg Kettell, Lead Engineer for Blood 2. And in true engineering form, I'm going to bore you to death by talking about technical stuff.
Blood 2 isn't even finished yet, but I just know that there are those of you out there who are clamoring for info on how they'll be able customize the game. In other words, to take months of our hard work and totally rip it apart and put it back together again to suit their petty little needs! And we couldn't be happier about that! Really!
First of all, If you haven't visited the LithTech Engine web site, run - don't walk - to check out all of the cool features of the LithTech Engine at http://www.touchdownentertainment.com. Also visit the Shogo site at http://www.shogo-mad.com and check out the level design contest. There is a lot of cool stuff that you can get right now which will give you familiarity with LithTech.
Now then, for a hypothetical Blood 2 mod scenario. Say you are totally unsatisfied with the tons of weapons that we provided for you in the game, and want to create your own. Since we will provide the game source, if you own a C++ compiler (Visual C++, Borland, anything capable of creating a Win32 DLL), and you know how to use it, you'll be in game mod heaven. Well then, let's begin:
The simplest way to add a weapon to Blood 2 will be to change an existing one. To do that, look in Weapon.cpp and you'll see initialization data for various weapons.. let's modify the Beretta: (Note that the data for the Beretta is subject to change before release.)