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		INTERVIEW WITH DARK FLAME'S DIRECTOR ABOUT GRUNE
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TOTAL CONVERSIONS: So, how was it being a coordinator? 

WOLF: Very tedious and tiring, the main thing was to write the story, make 
the levels for each part of the story (which was a pain, but in the 
end, worth it). 

TC: Okay, did you enjoy being the coordinator? 

W: In ways, yes and in ways no. The good parts about being your own 
coordinator is that you KNOW how its going to be done. The bad part 
about being one is that all the responsibilities and the "wasted" time 
is very tiring. Making the maps and doing the art as well was difficult 
without anyone helping me. But at least I knew what I wanted and not 
someone else's interpretation. :) 

TC: Was the team fun to work with? 

W: Um, there wasn't much of a team, I did all the work except the new art 
and music which was supplied by Shawn, Gabe, and Jenna. But overall, we 
got along together great and we had no arguments. I wouldn't
mind working with them again if the need should ever arise. :) 

TC: Well, that describes the work... now to the TC. What encouraged this story? 

W: Well, basically me. I thought up of this story of a reality just parallel 
to our own, which we refer to often as the land of dreams, but there it 
is not called that and it is in fact very real. :) The Nightmare Keeper is 
a god, but I decided that he shouldn't be the only one. Gives me an idea for a
sequel. :) 

TC: Okay... why did you decide to do this TC for Duke Nukem? 

W: Well, the engine was easy to use and I was just getting adjusted to the 
Shadow Warrior engine, but I decided it best to do it with the Duke engine. 
Mainly because Duke is so custom-made that you can do anything with it, 
while Shadow Warrior, you must have some program to modify it. Also, Duke 
is the more popular game right now. :) 

TC: That is a good reason, if I say so myself. 
How did you come up with the designs for the weapons, items and enemies? 

W: It was pretty easy if you must know. The "real" new weapon, the Plasma 
Cannon was thought up right around the time I started GRUNE. I justed 
didn't know who would do the graphics for it. In the end, Gabe did that. 
But for the items, there are two new items that WERE NOT mentioned in the 
text file, the Armor Shard and the Magic Apple. Those were just "placed in" 
after GRUNE was done and completed, more as a second thought than anything 
else. :) Now the enemies..... Those took time to think up, I wanted enemies 
that would "display" GRUNE effectively, I don't know if you understand that. 
But, the Nightmare Keeper had to be a God, there was no other way I could 
get around that without hacking the original story and making it "worse" :D 
The Nightmare Enforcer, I thought should be just as dark (in apparel) as the
Keeper and almost as dangerous. 

TC: Well... that tells a lot in one paragraph. 

W: heh 

TC: So, how exactly did you fit the name of the TC, GRUNE, with the storyline? 

W: Ha, good question, however, that is not an easy one to answer. I will not 
spoil it now, but read the text file for details. What mainly happens is 
that each letter of GRUNE signifies a different aspect of the land. :) 

TC: Kind of like an Acronym? 

W: yep. 

TC: Okay. 

W: Also, it sounds kinda funky and cool! :D 

TC: Well, were there any difficulties in creating GRUNE (other than creating 
the enemies)? 

W: oh, yeah, well the CON programming of the enemies was hard. But one thing 
was that when GRUNE was about 95% finished, we had no ending whatsoever! 
I was feeling panicky then, no one would do it and I put up notices on 
many forums. In the end, Shawn ended up doing it, he did a good job, but 
I know someone out there could have done better. (no offense Shawn) :) 

TC: What about designing the animation files... who created the ideas and what 
were they based on? 

W: Well, it was based on that Duke and the Nightmare Keeper are facing across 
from each other in the grand temple. And since Shawn couldn't do the original 
idea I had in mind for the ending animation (he didn't have the time or skill 
to do something that huge) he ending up doing something much smaller. But since
it probably won't be released, (the real ending) I will tell you what it was 
GOING to be. The Keeper would be on the ground somewhat breathing heavily. 
Duke walks up to him and lifts the Keeper's head off. (he should look like he 
has trouble doing this) Then he throws it in the air and takes his RPG and blasts 
it in mid-air. But unfortunately, GRUNE has been settled with a less grand ending 
since we couldn't find anybody with that skill. :( 

TC: If someone came to you, saying they would do the ending... would you release a 
patch or leave it the way it is? 

W: Well, I would let him do it and IF it was good, I would release a patch containing 
ONLY the animation file and an installation program to place in the grune.grp file. 

TC: How much work did you put in correcting bugs and errors? 

W: Actually not that much work, get this, the beta-testers found barely ANY bugs in 
any of the levels! :D I looked through a couple times myself, but on my first 
time through I eradicated all the bugs and errors. That is pretty good, I 
surprised myself there. :) 

TC: Approxiamately how long did it take to complete this TC, counting from when 
you created the original idea? 

W: um, geez... I think about 6 months. The reason why it took so long is that 
is was basically myself doing everything, with the exception of Gabe, Shawn 
and Jenna. I didn't have 50 people working on it like BDP or something like 
that. :) 

TC: Is this your first TC to coordinate over? 

W: Actually, I'm glad you asked that, the answer is no. I coordinated another 
one, it is called RETURN. Perhaps you heard of it? 

TC: Yes, I have heard of it. I never knew you were the coordinator though. 

W: Well, even though I did 4 levels on that, I coordinated the whole thing 
I came up with the story. Sean filled in the missing pieces. 

TC: Well, is there any tip or hints you would like to give other people creating 
a TC? 

W: heh, I am not really good at giving tips and hints at something like this. 
But, if you are a level designer, I suggest you REALLY play-test it. I 
surprised myself during beta-testing phase because I play-tested all the 
bugs out of my levels. So that is a trait you should learn, also save to 
multiple map files, it really helps when your map file just corrupts. :) 
Now being a coordinator, make sure you keep track of EVERYBODY and what 
each person is doing and check up on them often. Also, keep looking for 
new positions and new things to use to expand your TC so that you make 
it not just good, but great! :) Um, CON programmers, just study your 
codes, I don't really have any tips there. :D 

TC: Would you say that this TC was worth all the work and many hours you put 
into it? 

W: Yes, it was well worth it! You know what? GRUNE was just something I promised 
a friend I would make for him, but it originally started out as one level with 
some new art, then grew into this huge thing. That was when I knew I needed a 
better story and characters. :) 

TC: Is there anything else you would like to tell us about GRUNE? 

W: yes, soon after GRUNE is released, I am going to release a document with 
Screenshots of all the secrets in GRUNE. Also I will later release a demo 
walkthrough for level 1, so people can at least get past the first level. :) 
Anyway, I am now thinking of doing a sequel for GRUNE, but this time Duke won't 
be in it. GRUNE is for version 1.4/1.5 ONLY. Also, because Duke won't be in it, 
I will be using a different engine, perhaps Quake 2 or Unreal. Unreal might suit 
GRUNE's needs well. :) However the main character would probably be a person who 
lives in the land of dreams. I'm not sure since I haven't written the story yet. :) 

TC: Well, it was nice talkin' to ya. I can't wait to play GRUNE. 

W: I hope you have fun playing it. 

TC: Later... 

