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{wartime Command] Interview met developer

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  • 30 views sinds 30-01-2008

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Topicstarter
Afbeeldingslocatie: http://www.game-it.nl/logos/1074245503.jpg

Voor een gamesite heb ik deze week de developers van wartimecommand wat vraagjes mogen stellen.
Ze zijn al onwijs lang bezig met de ontwikkeling en hebben gebruik gemaakt van oorlogsdocumentatie, dagboeken, fotos.. ect.. om deze game realistich mogelijk te maken.
Als je het mij vraagt, wordt deze game een van DE games van 2004.

Het interview

Here are some Questions we collected from our crew, and readers !

1. First of all, please tell our readers who you are, and what's your relation to Wartime Command.

I’m Callum Godfrey, the Assistant Development Manager on Wartime Command.

2. Could you tell us shortly what this game, Wartime Command, is about?

Wartime Command is a high detailed and accurate RTS game that deals with the entirety of WWII. It utilises a powerful 3d engine to display some of the most convincing depictions of WWII yet seen in a video game, and we have gone to great lengths to research not only the units, but the maps, battles and history in the game. By doing this we have been able to make an RTS which has all the accuracy of a sim, but we have been able to make it extremely playable through the use of the games A.I. Players will have to use real battle tactics and strategy in the game to safe guard their troops and ensure the ultimate victory.

3. How did you guys come up with the name Wartime Command ?

The game has had a few names during it’s development; WWII:RTS, Battlefield Command, and now we have settled on Wartime Command. The main reason we changed to the later is that we wanted a name that implied there was more to war than just what was taking place on the battlefield, we wanted a name which summed up the fact that this game is about real war. Hence, Wartime Command was born.

4. What’s the most important difference between Wartime Command and other (RTS) Wargames ?

There are several key differences, first is the fact that we are so accurate. We follow the entire war from 1939 up to 1945 including some of the most famous and gritty battles of their day. Secondly we have no resource management and troop construction elements to the game, the troops you have at your disposal all then become very important to your victory. Perhaps the most unique point for an RTS is that we are incorporating RPG elements in to the game. What this means is that your troops gain new skills in the heat of battle as they fulfil certain roles, and the player can then choose how to control their development either as specialists in one discipline of war such as snipers, or all round soldiers.

5. Seeing the screenshots confuses us a bit. This game looks like a 3-d shooter or tanksimulator. But actually it's a RTS-game, right ?

Quite right! The reason it looks like this is because of our 3d engine. It is very powerful and capable of giving a level of detail not seen in an RTS before.

6. I hear a lot of time was spent on details, damaged tanks for instance. What could you tell us about the detailed models ?

The models are all built using accurate data such as blueprints, photos, field manuals etc. We have dedicated WWII historians working on the game to ensure that our accuracy levels are very high, its not just the high poly counts for the models either, the textures use real world markings and references. Aside from the models, the animations used in game are really something special and we’ll be doing a focus on them in the development updates on the Codemasters Forums as the development continues.

7. So far we've seen some screenshots of infantry and vehicles. Will the gamer get full control of for instance, airplanes (like bombers and fighters) or start a naval war ?

The player will have control over tanks, infantry, artillery, self-propelled guns and all manner of other land based units. When it comes to air units the player can call for air support in a number of ways; bombing runs, paratroopers, supply drops, machine gunning hit and run attacks… there are some very diverse options here. As for naval battles, the game follows the fighting in mainland Europe and so there really isn’t a lot of scope for ships… that said with a game where the water looks as good as ours we wouldn’t count out a few floating units. Watch this space. ;)

8. We can expect the final release in Q4 2004 right ?

The game is set to be released between Q2 and Q3 2004.

9. Will there be a playable DEMO released before the final release ?

Demo’s are planned to be made available as we get neared to the end of the games development.

Afbeeldingslocatie: http://www.game-it.nl/screenshots/71/1074243575.jpg

(bron game-it.nl)

[ Voor 6% gewijzigd door Verwijderd op 07-02-2004 14:24 ]


Verwijderd

Als we voor elk interview een topic maken, dan zou GoT vol staan :Z

  • Ikkuh84
  • Registratie: September 2001
  • Laatst online: 16:06
Mssn kun je er een mooie topicstart van maken met plaatjes, links en info over het spel :) Hier hebben we niet zoveel aan

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  • Fuelke
  • Registratie: Juni 2001
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Fuelke

Forza Ferrari

Timocos schreef op 07 februari 2004 @ 13:36:
Mssn kun je er een mooie topicstart van maken met plaatjes, links en info over het spel :) Hier hebben we niet zoveel aan
Precies, dus maak er graag een uitgebreidere startpost van zodat er hier dan gediscuteerd worden over het hele game. Of misschien voelt iemand anders zich daartoe geroepen?

La Ferrari più bella è quella che dobbiamo ancore fare: La Prossima


Verwijderd

Ook al heb je je best gedaan iets moois te maken, dit gaat niet over het spel maar is gewoon spam voor je site.

Zie Fuelke :P

[ Voor 8% gewijzigd door Verwijderd op 07-02-2004 14:39 ]


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