ATI.com
 
 
Meet The Maker
Tribes: Vengeance
Mad FX
Perimeter
Tom Clancy's Rainbow Six: Raven Shield™
Unreal® Tournament 2003
Power Render X
Lejendary Adventure Online
New World Order
Cipher
Battlecruiser Millennium

Home Products Promotions Gaming Downloads Downloads

   

Perimeter

Perimeter & ATI bring you the best visual experience

Perimeter is a real-time strategy game built on the concept of non-stop terraforming. The gamer will embark on territory seizure by means of especially designed units thus turning it into the principal energy resource. Then the subsequent encircling of the zones with an impenetrable perimeter will follow. Alongside unique terraforming and protecting perimeter opportunities the game provides powerful nanotechnologies, which allow managing groups of modifiable combat units. The necessity of efficient strategic territorial planning and tactical flexibility of combat units make the game appealing to any admirer of strategy genre.

The game takes place in a detailed science fiction universe and embraces an epic plot centered on the fate of Exodus civilization that once abandoned the dying Earth in search for a new world. The story leaves no sci-fi admirer indifferent and the gamer participates in a large-scale expedition covering several centuries in mysterious Pshychospere worlds. Perimeter does not copy other RTS products but instead offers a well-balanced combination of new terraforming principles and territorial wars with traditional strategy elements.

 






Title: Perimeter
API Used: DirectX® 9
Developer: K-D LAB
Publisher: CodeMasters /
1C Company
Genre: Real Time Strategy
Release Date: Spring 2004
About Perimeter

Q1: What graphic tools were used during development of Perimeter?

A1: The main graphic tools for Perimeter we developed ourselves. The most important of them is landscape editor Surmap, which is in its third revision right now. We use it to create all these unique worlds. The editor has a wide range of tools for creative real-time landscape modification as well as editing of procedural volumetric geo-textures. We also have developed our own powerful editor for particle-effects which allows us to create various eye-candy effects.


Q2: What hardware 3D features does Perimeter use?

A2: We use float textures, compressed textures, T&L, pixel shaders 1.1, 1.4, 2.0 as well as vertex shaders 1.1 and 2.0.


Q3: Can you give us some examples of how Perimeter takes advantage of those features?

A3: In the game you’ll see very highly detailed landscapes changing in the real-time as well as huge number of bumpmapped 3D objects. Everything in the scene casts soft realistic shadows; objects are reflected in each other while all of it is surrounded by complex particle effects. The visual details in the game are so high that the player will forget about annoying polygons. Visually Perimeter is much better than any other released 3D game.


Q4: What 3D features do you like the most and why?

A4: At this point of time Occlusion Query is a quite important feature for determining visibility of point in 3D space, which helps with proper rendering of flares. Also, pixel shaders become more and more relevant for visual effects because it makes no sense to just increase polygon counts any more (in Perimeter average polygon is 2 to 6 pixel each at 1024x768 resolution).


Q5: If you could ask for only one new 3D feature, what would that be? How would you use that in your games?

A5: We would ask for ability to read depth buffer values into a pixel shader. This would enable creation of better volumetric effects such as fog, clouds and water.


Q6: If you could sum up your view on ATI's future in 3D market, what would that be?

A6: Right now ATI is holding a very strong position. In a high end market price-to-performance ratio of Radeon cards is better than of Geforce FX. And in the near future we don’t foresee any problems for ATI because their Radeon 9700-9800 family has much more powerful pixel shader 2.0 engine than the equivalent Geforce FX cards. In our opinion ATI confidently moves forward towards undisputable leadership in the graphics market. There’re number of signs confirming that – leadership in terms of getting technologies to market and the fact of Microsoft’s partnership with ATI for developing Xbox 2. It all points to a change of the leader in the graphics market.


Q7: Give us a brief history of K-D LAB.

A7: K-D LAB was established in 1995 when a group of student-enthusiasts founded in 1992 decided to start developing games professionally. In 1996 our game called Brainy Balls has won the Second Price at the ENIX Internet Entertainment, a worldwide contest of entertainment software held in Japan. In early 1997 K-D LAB released a game called BIPROLEX+ which enjoyed widespread popularity on the Internet. The year 1998 was marked by the release of our first big action/adventure project called Vangers: One For The Road in US, UK, Germany and other countries. In Russia game Vagers gained a lot of followers and received a status of a cult. In the fall of 2001 we finished arcade racing game called Spanking Runners which was published by our strategic business partner 1C. A year before that Spanking Runners was one of the IGF finalists at GDC 2000.

In the summer of 2000 K-D LAB and 1C signed a contract for the development of a strategic project called Perimeter. The game is built upon a fresh territorial gaming concept and specially created for that terra-forming technology.

K-D LAB is located in Kaliningrad, the west-most city in the Russian Federation, located on the shores of the Baltic Sea.


Q8: What do you think is K-D LAB's 1 key advantage above other developers?

A8: Our strongest advantage is unique gaming concepts that we’re not afraid to bring to the market. Because we’re a small independent developer we’re able to maintain a very creative atmosphere within our team, which of course contributes to the development of interesting gaming ideas and unconventional solutions as well as overall quality improvement of our games. Besides, a small team size allows us to maintain flexibility in terms of company structure and our project to reflect the present situation. In the future we hope to stay a small flexible company that can be responsive to the market changes and daring when it comes to redefining ourselves or our games.

Q9: Tell us a bit about the people who developed Perimeter.

A9: We’re situated in a relatively small city and we’re the only company right now that is professionally working on the game development around here. Currently the team working on the Perimeter project has 18 members, majority of which have experience of working on completed K-D LAB projects. Almost all programmers have degrees in physics and/or mathematics. The core of the team has worked together for 10 years. Andrew Kouzmine is the inventor of the game idea and a game producer. In 1998 the puzzle called MOBL based on his original concept received Grand Prix award at ENIX Game Software Contest II (money prize of $200,000) as well as title of best “Artificial Life Simulator”. The game design is by Yulia Chapochnikova. It’s not that often that you see a girl responsible for such a critical part of the project. Also we started expansion by attracting game developers from other countries (mainly from the Ukraine, of course) to work for us.

Q10: How do you go about creating a game as a team?

A10: It’s hard to imagine how we would do it without a good team. The times when games were developed by lone programmers are gone. Today we have a clear split of the responsibility for different components of the project between 10 to 20 developers. All team members are in constant communication with each other. To make our jobs more efficient we use our own software to track task delivery. Every work day begins with overall discussion what has been done yesterday and what needs to be done today.


Q11: How long did the development take for the Perimeter?

A11: We started working on a prototype in the summer of 2000 and spend just over half a year for prototyping. Currently we’re roughly 3 years into development, which I think is pretty normal for development of a new game from “ground zero”, considering that it’s based on a new and untested gaming concept that required development of unconventional technologies. Besides, this is our first RTS project, so at the same time we have to correct numerous mistakes and learn from them.

Q12: Tell us about Perimeter and how it came about.

A12: Perimeter is a real time strategy game in which standard RTS concepts are combined with new abilities of conducting a territorial warfare by means of landscape changes. The idea has been around for quite a while, since the development of our first big project Vangers. For that game we created a map editor called Surmap that allowed us in real-time to manipulate complex gaming landscape through adding volumes, leveling areas and other intricate operations. It was then, when the idea for a new game came about. We wanted to make a game where the world would seize to be a static background and instead would become one of the important game-play elements, like a piece of clay that player has to change significantly to reach his goals. This is how a new concept based on development of free-shape areas surrounded by impenetrable defense perimeter was born.

Q13: What new ideas / features did you bring to Perimeter?

A13: First of all we implemented ability to play on very detailed landscapes that could be (and should be) altered during the game. The player levels the hills, fills in the ravines and oversees different surface deformations and so on. All of this is happening at the very high level of details, with realistic shadows and volumetric textures. This way the world instead of being static background takes on an active role in the game, accumulating even the slightest transformations. Comparing the game levels before and after a good fight tells you the story of the battle: the bigger part of the natural landscape has been leveled; everywhere you can see traces of work by terra-forming machines, of military clashes, of underground monsters and etc.

The second noticeable feature is a force field that player can create for protecting perimeter of his base. Using accumulated energy, the cellular system of generators can create wavy force field dome over his base.

We also have added some interesting aspects of unit control. In particular the player can only produce 3 basic types of units, while all other military types are created through nano-transformation. This considerably affects the tactics since the player can rapidly adapt his military power to particular situation. And the list goes on…


Q14: What were the best and worst moments during that time?

A14: There was one very unpleasant moment that almost ruined development of Perimeter. In my opinion it’s very enlightening. Half way into the engine development, when we’ve invested a lot of time and effort, we encountered very low performance when displaying our detailed landscapes. The FPS was dropping even when we were just scrolling the map. There was a threat that we essentially couldn’t make it work on existing hardware at the desired level of detail. The programmers made excuses that there was no equivalent of this technology anywhere in the world, and that it’s essentially impossible to implement. We had to face the problem and decide if it at all makes any sense to continue working on the project. However Andrew Kouzmine was a firm believer that it’s possible to realize our concept. We made a decision to use external experts to analyze the code. In a short period of time they examined the code and identified poorly designed areas. As a result, the performance increased a couple of times, the problem was solved and obviously the team went through some staff changes. The point is, there should always be somebody who is a strong leader and who isn’t afraid to take chances and experiment.

One of the best moments that we would like to point out was the first test of Perimeter. In the first couple of months of development we were able to make a prototype and show it to people who had absolutely no idea about the game. We have received a tremendous amount of great feedback and we were also assured that the game has a chance to live.

However, the most exciting time of the development (which is probably relevant to any game) was when all the separate pieces that were for a long time developed by different people, came together and all of it became a real game. For example, when we made multiplayer version we couldn’t tear away our programmers from their “child” because of how exciting the game play turned out to be.


Q15: How do you decide which graphic features to support in a game given the development time of your titles?

A15: Our technical experts and managers are always keeping track of innovations that all the time broaden technological horizons. Most importantly for us it’s the development of Direct3D® since the engine is using it. After that, through special tests we investigate how well each novel technique looks visually and how well it fits the engine.

The amount of work and time it takes to develop the game itself, including the design of the plot, game-play and the content is always greater than the work on technology development. Because of that, game design is more of the gauging factor than technology when it comes to setting deadlines. Of course, we won’t delay delivery time just to add some new graphic capabilities, but if it’s apparent that development might take some time regardless, we could make decision to invest some extra resources into adding more contemporary look to the game.

Another factor that we take into account when deciding on features is performance. We conduct a fair amount of experiments with different technologies and select the proper solution according to the performance we get on the modern PC’s.


Q16: How closely have you been working with ATI and how do you see that continuing going forward?

A16: We’re very happy with our cooperation with ATI and I say it absolutely sincerely. Rarely do you come across such a high degree of quality and efficiency of developer support. I would like to note the work of Guennadi Riguer from ATI, who we first met back in 2000 at GDC and who we’ve been in a constant contact with since then. If there’re any issues, we at any moment can count on experienced help in the shortest period of time.

Second, we don’t see any problems with hardware and ATI regularly supplies us with their latest graphic cards. Presently almost everybody at our office works exclusively on ATI Radeon 9700-9800. We’re very happy about this.

Third, we’re very glad that ATI included Perimeter in a list of featured game titles. This very positively reflects on the game image and speaks of it as technologically advanced and high quality project.

Actually, the choice of ATI as our partner isn’t a coincidence. At the very beginning of the development when we came across the technological hurdles we found out that the prototype performed considerably better on cards from ATI. Back then we realized that ATI graphics solutions are much more promising for Perimeter.


Q17: What is next for K-D LAB?

A17: We prefer to talk publicly only about the projects that have been officially announced, but we’ll make a small exception. Besides Perimeter, currently K-D LAB is also developing adventure/quest game based on our own tools and development methodology called Automated Game Building. However, right now our heads are mostly preoccupied with putting the final touches on Perimeter.

In terms of the new projects, we have a huge number of ready to use concepts that should be enough for many generations of developers. Most importantly we’re planning to continue developments in RTS genre as it appeals to us the most. On the broader scale, in our projects we try to combine new technologies with fresh interesting gaming concepts and well developed plot. On this foundation we plan to build our future titles as well.


Screenshots

Click to Enlarge The Base under defensive shield is attacked by the Filth
(brute creatures of the world).
   
Click to Enlarge The Base is under attack. Core-generator blows-up.
   
Click to Enlarge Rocket units attack Filth creature.
   
Click to Enlarge One of the Frames (large city-mothership)
with a lately implemented bump-mapping technology.