Features and Clones
How were you able to create a 3D game that doesn't require 3D acceleration?
The battlefield and units are 3D, they're just not polygonal. We wanted to create a dynamic terrain system where the terrain is alterable in real time. A polygonal terrain engine where the terrain isn't pre-calculated isn't very performance friendly when we factor in all the things a C&C game wants to do. The fact that C&C TS has dynamic terrain, colored lights, numerous special effects, and 3D units, all while not requiring a 3D card is something a technological feat. But more importantly, we want to make our C&C TS accessible and dialable on many different CPUs. If you have the latest machine with AGP or MMX support, you will notice a dramatic increase in performance. But making things like a PII 333 with 128MB RAM, or 3d accelerator cards, or AGP, a requirement would probably cheat many gamers out there of the C&C TS experience.
![Tiberian Sun Interview [ Colored lighting @ 640 x 460 ] > View Full-Size in another window.](images/17-s.jpg) Colored lighting
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![Tiberian Sun Interview [ Don't mess with the obelisk @ 640 x 480 ] > View Full-Size in another window.](images/18-s.jpg) Don't mess with the obelisk
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Outline the key features of Tiberian Sun and explain how they've evolved.
We have an interactive and kinetic battlefield with 3D terrain. We wanted to make the battlefield more interesting, exciting, reactive, and dangerous. For example, players will have to account for lakes and rivers that freeze, forest fires, winds that can carry poisonous gas, and ion storms that will cripple high tech weapons.
Weapons and units gain experience points, which leads to improved armor, speed, power and special abilities. This brings greater value to every unit and will encourage and reward those who take care of these "veteraned" units.
Lots of new weapons, units, and structures. We're giving players many new ways to wage war. Guerilla warfare and sabotage will become more important. Some defenses can also be customized with multiple upgrades.
Internet multiplay will be easier than ever since access to Westwood Online built directly into the game. You can play solo against up to seven AI s in Skirmish Mode, connect with up to eight people on a LAN, or four players over the Internet. Westwood Online will also feature automatic ladder rankings and support the new C&C Battle Clans.
![Tiberian Sun Interview [ Keeping the high ground @ 640 x 462 ] > View Full-Size in another window.](images/19-s.jpg) Keeping the high ground
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![Tiberian Sun Interview [ Massive red glow @ 640 x 440 ] > View Full-Size in another window.](images/20-s.jpg) Massive red glow
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There are scores of C&C clones out there. What is your impression of them?
We've seen the influence Dune 2 and C&C have had on other designs and it is intriguing, but we aren't really focused on what others are doing. The original C&C plan was to tell an epic story and game experience over four installments and build upon the foundation and essence of what we believe makes RTS compelling to play. C&C TS continues in the original spirit and will offer lots of new surprises and quite a few fresh ideas. Personally I think the point behind RTS is not adding ever more stuff, or lots of different stuff for difference sake, or all the latest techno/visual/fashionable gimmicks, but to deliver solid and exciting strategy gaming with a reasonable number of new twists/units/controls, etc. Good solid games take only what they really need and maintain several levels of balance and playability, no?
![Tiberian Sun Interview [ 'fog of war' @ 640 x 480 ] > View Full-Size in another window.](images/21-s.jpg) 'fog of war'
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![Tiberian Sun Interview [ Invasion of the purple people @ 640 x 480 ] > View Full-Size in another window.](images/22-s.jpg) Invasion of the purple people
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