German Magazine eGames interviews AIX

The original interview in German can be found here. Thanks to Jan from eGames for the taking the time to chat to us!

Below is the Q&A translated into English.

How long did the development of the mod take?
Allied Intent Xtended is the 3rd incarnation of the Allied Intent mod for Battlefield 2 spanning a little over 2 years. AIX itself has taken 5 core developers around 12 months to complete.

What is the core of your mod?
The central idea to Allied Intent Xtended has always been about providing the best single player and CoOp experience that we could. The original game shipped with a very poor standard in terms of the single player experience. It only provided the very bare minimum when we were used to so much more from previous titles in the Battlefield franchise. So with a small team we set out to compete with the big mods, but unlike most we set ourselves apart with our single player focus and features. We have the most aggressive bots with many AI features not seen in any other mod. Our reasoning behind creating such a feature rich single player experience was because most of us were fed up with the behaviours of real people in servers, and that the mod would be able to be played with friends on coop or by yourself in single player long after the last BF2 server has shut down.

You are searching for translaters for your mod, that sounds like professional work. What is your goal with AIX?
Each of the developers in AIX have a strong desire to create the highest quality content mixed with the most fun experience we could in Battlefield 2. Volunteer translators are hard to come by, but we always wanted to create a truly international mod so that all nationalities could play the mod in their native tongue. One of our German testers, BlackCats, really got the ball rolling by volunteering her time to translate AIX into German for us and we can't thank her enough! Since release we have had French, Dutch and Russian BF2 community members offer their time to translate AIX into their languages. We hope to support as many languages as possible in the first patch for AIX.

Which was the most difficult feature in the mod?
Usually the hardest things to conquer are the coding requirements to bring to life an idea that hasn't been done before. Clivewil is an amazing modeler and has brought to life many concepts in the mod with his coding ideas. From being the first guy to get bots to destroy commander assets and enter the boats of their own accord... to coding his greatest nemesis, the f117a stealth bomber. His patience and dedication to his craft is a very admirable thing and those things he has achieved are easily the most dificult features put into the mod. For all of us, I guess the process of content creation itself has been the most dificult thing to master. The larger mods have specialised roles with one person modeling, another texturing, another exporting and coding and yet another to animate. The devs in AIX were forced to be "all-rounders" in every aspect of the game development. Nearly every model in game is completely done form start to finish by the person who created it. In this sense we create content at a slower rate than the big mods, but our individual creative control is often very rewarding and worth the extra time taken.

Why did you choose the Battlefield 2-Engine?
We're always asking ourselves the same question! We love the open-ended gameplay of the battlefield franchise and having full ground and air vehicle support in the engine meant we could really let our imaginations go wild in the creation process. Mainly the dev team came together to finish the single player portion of the game that Dice neglected. Initially it started with expanding the core bf2 maps from 16 player sizes to the full 64's so that bots could use the entire map instead of the tiny portions Dice gave us. Then it became about enhancing the bots behaviours and strategies and adding our own content and maps. Allied intent was already a popular single player choice with a limited amount of custom content, but as our skills grew it quickly snowballed into AIX and it is now closer to our BF2 single player vision than it ever has been.

What are your plans or the plans of the team for the future?
The team will continue to support AIX for the meanwhile and continue refining and adding and polishing content to the highest standard possible. It has been a great experience and the community reaction has been awe inspiringly positive to our 1.0 release! Each of us have our own goals and interest and we do look toward the next-gen game engines with intrigue. Some of us dream of breaking into the games industry, but for now our little team enjoys creating the mod for the forgotten bf2 community...the single players.