FreeFall 3050 AD - Project
background I wrote the design over a 3-week period. A test AVI was made over the course of a week to get a 'feel' for dropping (see concept art) and a very rough 3DFX demo was knocked up over 2 weeks or so. I set up the studio on March 17th 1999 to do the game with 1 programmer, 1 artist, 1 part time artist, and me as Designer/Producer. Then in June it was clear we would not be able to get the title finished in time for Christmas 1999 without some help on enemy AI. Another programmer joined in June on a short-term contract and FF was basically complete by Early December 1999. TAKS web-site setup in April 2000 (taks.co.uk) Various tweaks and tidy ups continue to be made through to launch. Production There were many issues to resolve with such different cameras and gameplay. -How do you orientate/cue
events through 360 degrees while falling? An 'Advanced mode' where the camera flips 90 degrees around the players orientation (whatever angle his body is at) which makes for some VERY cinematic, and thoroughly playable, camera views. A text message system warns/cues impending obstacles/items -If you are looking
across a tunnel and zapping an enemy how do you know what is coming up/attacking
you from below? If in 1st person view
how do you know your bodies orientation? -How do you make it
accessible for beginners and challenging enough for hardened gamers? Players can redefine the pad layout to suit themselves. How can he move and
shoot at the same time in Freefall? What is NUON? |
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