Unreal Tournament 2004 Q&A

Mar 12, 2004 10:09am CST tags: CliffyB, Unreal Tournament 2004
GameSpy has posted a new Q&A with Epic's CliffyB, asking him all about Unreal Tournament 2004 which will hit stores next week. Topics include the new and improved gameplay types, A.I., and things that went right and wrong during development.
GameSpy: How did Onslaught's design evolve during the development process?
Cliffy B: The biggest example of this is the node system. We started with a two base mold, but we quickly found that the game was all about "rushing" the enemies. A series of "sub-bases" were then introduced that could be claimed and spawned at, but people were still rushing. Dave wanted to give the "link" system a go -- it was clear that the current setup was not working -- so we tried it and adjusted it so that you could only damage a node that is adjacent to a node that you own. And the magic happened.
Another interview with Cliffy can be found at Game Informer.
        

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