the Junkyard: Tribes:Vengeance Q&A
 
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Tribes:Vengeance Q&A

Tribes:Vengeance Q&A

Posted by: on Tue May 13th, 2003 at 8:30 PM
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Do some bases contain elevator platforms?
Also:
Will "boost pads" or any other sudden impulse inducing object be available for mappers?
Really, it's a question of what we can do with the meshes and movers on our own maps. Not what type of gameplay will be in the included maps.

A: Jay Kyburz (Lead Level Designer) says:
"Everything that's currently available in UT2003 should, in theory, be available for level design in our game".
We can't answer specifics about base objects at this time.

Q: Has this option been considered for other weapon classes

A: Yes, it was considered and then discarded.
There are really two learning curves to consider: the skill curve, which involves learning how to most effectively use each individual object in the game (including your own armor), and the strategy curve, which involves figuring out what the heck everything does and how it can be used in various combinations both as an individual and as a team.
Our strategy curve employs more equipment diversity than T1 but less than T2. Keep in mind that this doesn't necessarily mean that T:V has less strategic complexity than T2. Often the deepest and most beautiful forms of complexity emerge from very simple underlying rules. I recommend Stephen Wolfram's "A New Kind of Science" for related reading.

Q: Gameplay: In Tribes and less so in Tribes 2, the spawn loadout put players at a major disadvantage. Do you plan to alter this, keeping in mind that this would alter the entire balance of the game and strategies for winning.

A: It's a new game with new equipment and new strategies for winning. As for the spawn loadout, proponents of the clustering strategy would disagree with you; teams like NuTz showed us years ago that the spawn loadout can be a major advantage when used strategically.

Q: Will/Is the action in Tribes: Vengeance very faced paced like that of tribes 1 and not slow like tribes 2? I want to see non-stop action in Vengeance.

A: It's hard to compare perceptions of speed. Our goal is to create a fast-paced game, but "fast-paced" is very different than "non-stop action" which is more about intensity than speed. Intensity is largely a function of map design...smaller maps tend to be more intense while larger maps tend to be more laid back.

Q: Will skiing be the same as T1/T2 in the sense that it is achieved by jumping repeatedly? or will it be more automatic according to the angle of the slope

A: Skiing in T1 is actually quite different than skiing in T2. But no, skiing isn't automatic.

Q: Can you elaborate on Skiing?

A: In order to ski you have to press a button. Sorry, we're not discussing finer details just yet.

Q: Since TV will have its own story and its going to be mod-able will we be able to make our own SP campaigns for it (maybe even MP campaigns). And if so will we be able to make it as compelling as the single player campaign. ie. will we be able to make scripted events, body switching, effects ect?

A: In theory, you'll have access to all the tools we have access to, including the ones we use to create the SP campaign.

Q: Will we see the Julia and heavy models in the final game? I really hope so they both look kick ass especially julia-very realistic and life-like, her model looks better than anything ive seen so far in a game.

A: Yep.

Q: Regarding the Julia model.
When she takes damage will her clothing become torn and tattered...and eventually fall completely off???
and...
will she be wheated or will there be grass on the pitch???


A:... ... ... maybe, in your mind, she will.

Q: With the single player will it be doom style with multilevels and things that you progress to or will it be more along the many missions that you can pick from like rainbow six (and the T2 single player to some extent)

A: I'll say "Doom style" - have a read of the IGN article for some good details:
http://pc.ign.com/articles/395/395218p1.html

Q: “Hey now, don't knock Lemmings! (Thrax is lying, it's not actually my favorite game)...Lemmings was crafted by the same guy who's responsible for the GTA series. Good article about him here:
http://www.gamespy.com/articles/march03/dice/jones/”
Are you developing T:V with a similar philosophy to what's mentioned in the article? ie. medium first, then gameplay?


A: Yes, good eye. The medium for T:V is its physics, and that is a strong initial focus for us.

Q: In theory, you'll have access to all the tools we have access to, including the ones we use to create the SP campaign.

A: We may go into more detail about this in the TribalWar IRC chat on Sunday/Monday.

Q: Is there any lava/quicksand (for example) in T:V besides water?

A: We've already admitted to there being water I can't give a more specific answer at this stage.

Q: When can we expect to see more screenshots/a gameplay/footage video (the one at the expo?)...?

A: The first new screens and such won't happen until around July or August most likely (note that I don't set those dates, PR does). The video we ran at the PRE3 event in LA probably won't ever see the light of day. We'll most likely capture all new video and work up a new piece that includes the cool stuff missing from that video (normal mapping, volumetric shadows, rag-doll animations, the new physics system, player skill, etc...).

Q: I understand you just got back from a motion-capture session in Sydney. I understand that you can't (!! )talk about what was captured, but perhaps you could talk a bit about how the sessions work, and what the technology is like.

A: I know KP did a monkey dance. I'm waiting to see the mo-cap data for that.

Q: I understand you just got back from a motion-capture session in Sidney. I understand that you can't (!! )talk about what was captured, but perhaps you could talk a bit about how the sessions work, and what the technology is like.

A: Hmm! Alright...well there's a very large room with special cameras arranged around it, all pointing inward toward the center. This is the mo-cap room. Actors put on very tight-fitting spandex suits and strap numerous little balls all over their bodies. The cameras are designed to track the balls as the actors move around. All the data is fed into a central system for processing and storage.
We work using takes, like in the movie industry. Some takes are synched to audio. Ben Lee, our art director, directed the takes with the help of Sylvia Chong and Ben Hutchings, our resident animation and cut scene gurus. I suited up and helped out with some acting, stunts, and various "monkey work."
It's quite a cool fusion of the analog and digital realms, and it's very satisfying to see your game characters come to life when they have mo-cap data applied to them.

Q: Will there be bots? (As in can you play against them on MP maps) and if so will they come with support for all release maps? (unlike T2 where it only support very few) and can you simulate lag effects?
Reason: I is gh3y and is 56k w/ d/l limit and cant play etc. Oh did i mention i is gh3y?


A: Here's an answer from Marc Atkin (AI Programmer):
"The goal of the AI System is to provide a challenging and interesting combat opponent, primarily for the single player game. We are not aiming to create computer-controlled characters that could compete one-on one with expert humans, but we do intend to give modders access to the AI tools.
There will be AI difficulty levels, and part of what makes an AI more challenging is its increased aptitude at leading its target. We'll have to see to what extent "simulating lag effects" will be integrated into this prediction code."
So there you go

Q: Are there any 'celebrity' appearances? (aside from KP of course )
ie. Ray Liota as a voice actor in Vice City, trent reznor involved in the music for Doom3 etc


A: Jerry Mathers as the Bio-Derm.
Um, not that I'm aware of.


Q: What kind of copy protection are you planning to employ with T:V?
I like that fact that UT2K3 no longer requires the CD to play. Tribes 2 is a pain because not only does it require the CD, it also requires a login to access the Master Server list.


A: There will be copy protection. It will fall someplace between the honor system and a DNA scan. You will all bitch and moan about it. I will be forced to release the dogs with bees that shoot out of their mouths. Chaos (and hilarity) will ensue.

Q: now for an favourite hate object of mine through both T1 and T2. Clipping, has been in both T1 and T2, its usually an mapflaw, will there be any improvments on this in the unreal engine?

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