Imposter
01-15-2004, 10:56 AM
<a href="http://www.ownt.com">Ownt.com</a> has posted the latest <a href="http://www.ownt.com/dev_diary/2004/tribes_vengeance/tribes_vengeance.shtm">Tribes: Vengeance Developer Diary</a>. They talk to Ed Orman, Jonathan Pelling, and David Beswick about a whole mess of T:V issues. Here's a rip:<blockquote>One of the earliest decisions that was made about what kind of FPS T:V was going to be was that the Tribes games are all about two things - first movement, then combat. This is a key distinction to make that really sets Tribes apart from other games in the crowded FPS genre. The mobility granted to Tribes players really is unparalleled in the genre.
This poses some interesting and challenging design considerations, especially when it comes to constructing the indoor environments that are so important to our single-player game. Tribes was never really about being indoors. Most T1 and T2 maps had some small indoor component, and a very few were almost exclusively in that setting. It's pretty clear, though, that the most interesting and fun gameplay occurs on rolling terrains where true mobility can be achieved. How were we, the designers of T:V, to translate the key movement dynamics of an outdoor terrain into the confines of an indoor space?</blockquote>Be sure to check out the rest.
This poses some interesting and challenging design considerations, especially when it comes to constructing the indoor environments that are so important to our single-player game. Tribes was never really about being indoors. Most T1 and T2 maps had some small indoor component, and a very few were almost exclusively in that setting. It's pretty clear, though, that the most interesting and fun gameplay occurs on rolling terrains where true mobility can be achieved. How were we, the designers of T:V, to translate the key movement dynamics of an outdoor terrain into the confines of an indoor space?</blockquote>Be sure to check out the rest.