Hello all, here’s the timeline for this year’s Transformers Reverse Mini-bang. We’re mixing it up a bit this time: the writers will be writing fic inspired by the artist’s pieces instead of the other way around! More details re: rules and what the event will entail will be shared in the months leading up to sign-ups. We’re very excited to see what everyone creates this year!
Transformers Reverse Mini-Bang Timeline:
March 1: Sign-Ups Open
March 15: Discord Live
March 24: Artist Sign-Ups close
Artists work on pieces!
April 7: Writer Sign-Ups Close
April 28: FIRST CHECK-IN (Artists sketch due)
April 29-May 5: Writer Choice Period
May 6: Matchups Announced!
Writers get writing!
May 13: SECOND CHECK-IN (No requirements)
June 2: THIRD CHECK-IN (Artists flats, Writers 50% fic progress due)
June 30: FINAL ART & FICS DUE
July 1-16: Pinch Hitters & Preview Period
July 17-21: POSTING PERIOD
Event Requirements:
Artists: 1 lined/colored piece. Writers: 5,000 words min.
More info coming soon!
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For those of you RepComm fans that also like game dev talk, here's a podcast done by Brett Douville and Tim Longo (lead programmer and director, respectively) in 2020, playing through the game and also bringing in some of the other devs to interview. I'll put links and a brief synopsis of each one.
Part One (no guest/playthrough)
Discussion notes: giving context around the time via other released games and consoles, what squad based gaming was like at the time, developing the idea for RepComm, discussing the opening sequence and lightly touching in Geonosis
Part Two (no guest/playthrough)
Discussion notes: the lack of information re: clone organization/GAR structure, playing through Geonosis, discussions about weapons, the Prosecutor, details on scav droids, trandoshians and AI communication and scattered talk about difficulty levels
Part Three (no guest/playthrough)
Discussion notes: George Lucas's input on differentiating between clones and lack of humor, talking about voice acting/recording process, going through Kashyyk, technology limitations, level flaws and working with a small dev team, difficulty level (particularly the bridge), using level design to make the AI seem smarter, some info on the books, toys/the game's surprise success, minor talk about plans for a sequel, Delta's cameo in the Clone Wars
David Collins and Jesse Harlin (voice director and composer)
Discussion notes: the state of game music/composers/audio at the time, RepComm devs working with audio from the beginning, music changes depending on how you enter a room, sounds from the game being reused in other Star Wars media, Jesse and his girlfriend/now wife developing 'ancient Mandalorian'/Mando'a, 'kote' confirmed to be Cody (specifically Jesse's sister), battle sounds on Geonosis, questioning the use of Ash/no guitars in Star Wars, multiplayer a late addition
Harley Baldwin (level designer)
Discussion notes: the unique culture of the RepComm dev team, a stealth level intended in Kashyyk, Prosecutor's atmosphere, difficulty spikes designed to emphasis squad importance/level designers are not good measures for difficulty, Kashyyk designed to be a culmination of the player's experience and knowledge, squad moving ahead of the player due to playtest concerns, easter egg in the texture editor
Greg Knight and Paul Pierce (concept artist and UI artist)
Discussion notes: devoted concept artists weren't common at the time but proven to save development time, the entire team contributed to ideas for concept art, influences for the design of the HUD, decision to make the game entirely first person/immersion driving UI design, weapons as a 'character', differences in RepComm's design notes vs movies' games, enemies mean different things between Jedi and clone troopers, noting similarities between RepComm and Rogue One, RepComm's low profile allowed them to get away with more, hangars in Prosecutor meant to progressively make the player more desperate and AT-TE a reward for surviving, Kashyyk's bridge was meant to be the 'boss battle', the concept of 'the squad is your weapon/the squad is your health'
Dave Bogan (lead animator)
Discussion notes: working title 1138, 'what is the enemy doing when they don't know you're there', aiming to compete with Halo, every enemy had to act and move differently, expanding on the SpecOps special feature video, game mechanics/logic vs how things are actually done, the wookie-kill animation that got cut, RepComm influencing the tone of Star Wars games/more non-Jedi games, book recommendation based on RepComm, a bug in multiplayer that didn't get fixed apparently allowed co-op???
Tim Longo and Brett Douville (director and lead programmer)
Discussion notes: no real talk directly about RepComm that hasn't already been covered but some good conversations about communication and team work
Jeremie Talbot (character lead)
Discussion notes: nobody knew what they were doing, just wanted to make it as cool as they could, the use of tiger teams who fixed various problems, all the devs wanted to make the game fun to play and shared ideas, BABY ARMS, raindrops on the HUD for a dollar, having people with knowledge between programmers and artists to communicate, talking about trailers, not being too devoted to following storyboards, talking about the opening sequence, fans often bring up the opening, despite LucasArts's shake up RepComm team felt distant from it, there for the team and the game first and the company second, needing a mix of veteran and new devs
Honestly I'd been trying to listen to these for, like, two years but I kept going through cycles of remembering it when I didn't have the time to listen how I wanted to and keeping it in the back of my mind until I'd forget and then re-finding it in my bookmarks. I don't really remember how I came upon it- rabbit hole falling, I'd guess -and thought I'd share it around to other fans that likely hadn't come across it, either.
For add fun, here's a RepComm stream Brett Douville did around 2015 where he also interviewed people that worked on it. Unfortunately I can't find the first part on either his youtube or twitch pages but there's still three others. Note that there's some repeated information so I'll only mention anything new
Part 2 w/ Daron Stinnett and Jesse Harlin (executive producer and composer)
Discussion notes: (Daron's audio is pretty quiet in comparison to Brett's) talking about how and why RepComm came about, deliberately tucked the team away so execs wouldn't bother them, when prequels came out it seemed like LucasArts wanted a game in each genre, 'not Star Wars enough', pointing out a couple name drops in the Prosecutor briefing, originally had no John Williams music, setting music cues in levels/'here comes stinky', the thought process behind developing Mando'a, didn't have an AI to deal with non-commando clones which is why they're scripted to die, even though you love the game while making it you're sick of it by the time it's finished, original voices were sound-alikes, Fixer/Advisor's VA was the only one that didn't get recast, a cut level was a Geonosian church, talking of different instrumentation between levels,
Part 3 w/ Nathan Martz (enemy AI programmer)
Discussion notes: (Nathan's audio is ESPECIALLY quiet) talking about how Geonosian enemies 'choose' points to jump to, good AI is about cheats/build the world so the characters can be smart, scav droids were originally more lethal and were nerfed to not do certain behaviors if you're not looking at them, it's very easy to make a difficult AI, it's harder to make an AI that's challenging and fun, setting up common AI behaviors to work modularly and wanting to make finishing moves for the wookies equals the squad being able to do finishing moves, 'the most important thing an enemy does is die'/making interesting deaths, talk about lighting challenges, LucasArts got a new president halfway through RepComm's production, didn't understand the game but allowed it to continue, sequel talk, devs wanted to have co-op but was unable to
Part 4 w/ David Collins (voice director)
Discussion notes: (I am very jealous of the shirt Brett is wearing in this video) David did the all the Trandoshian vocalizations and the radio chatter, a lot of ideas behind RepComm went into the Clone Wars series, originally the squad didn't have names only numbers, talk about casting VAs and working with Temuera, squad banter/'if you want your AI to be smart you need to make them sound smart', special features existed in order to have unlockables, George Lucas was apparently quite fond of the game
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