Auto Assault Q&A
by Maarten Goldstein, Jul 01, 2004 7:34pm PDTGaming Nexus has posted an Auto Assault Q&A, asking NetDevil's Ryan Seabury about this massively multiplayer vehicle based action game. Questions are about lessons learned from Jumpgate, the reason for doing this game, the game's premise, disabling vehicles, player vs player combat, physics and more.
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Comments
Ryan Seabury: We actually started out with a very complex hit system, where individual pieces of equipment could be disabled and replaced. After play testing, it quickly became obvious this was way too close to creating a simulator, rather than the fast-paced action game we were shooting for. I never got to play I-82, but I don’t like to think of the process as “dumbing down†in our case. We had a very specific idea in mind for how the pace of the gameplay would be, and having to manage 10 different health bars while you’ve got rockets, bullets, acid spray and nukes dropping on you from every direction just wasn’t fun. So you generally have one health bar to worry about, as well as heat management and power supply.
Aw man. Jeez, who are these fuckwits that make games nowadays.
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