# News # Forums # Content # Gallery # Links # News Archives # About # Staff # Contact Us #



Headlines

Site hosted by Sorcerer's Place





True Patriots All Around

War3DII: Gettysburg Interview
 
[ Interview ]
Interview posted by Jason Sat 11 Apr 2009, 11:16 PM

Answered by Norb Timpko [Producer/Programming] and Jim Weaver [Lead Designer]


1. What's the overview on War3DII: Gettysburg?


This game in our view, is the first of the next generation of black-powder combat games. We are incorporating lessons learned from the previous games in this genre and adding in a number of new features. We are quite confident that this game will ship in 2009 [Jim].

2. Tell us about your multiplayer plans.


The development of MP is going very well. Our alpha testers have been hard at work on this aspect and we are happy enough with progress that we are moving our main efforts to gameplay and AI improvements. The MP does not have hard limits on the number of players, but until we get a larger beta test team in place, we have no idea as to the practical limits. The testers like MP quite a lot [Jim].

3. Other than multiplayer, how will Gettysburg improve on Take Command: 2nd Manassas?


The first thing is that there is a new generation of graphics engine supporting the game. This allows more realistic maps and objects among other benefits. We can also do larger maps if we keep the details reduced. There are a number of changes to gameplay and the AI that should make it an even tougher opponent. [Jim]

 



4. Will scenarios be linked or completely standalone?

 
Some of each, both have their fans so they will have some of what they want out of the box. [Jim]

5. A big problem in TC2M was restraining your brigade and division commanders from acting too aggressively. Will the leaders in Gettysburg know better when to rest after an assault?

Improvements to the AI are a big feature. By 1863 the units on both sides were better trained and led than in earlier war battles. The leaders had learned by hard experience the value of unit cohesion and discipline. We are working very hard to tune the AI to fight using tactics and behaviors appropriate to 1863. [Jim]

6. Will there ever be some sort of overview map where Corps and Divisions can be moved in a more strategic fashion?


That will not be in Gettysburg, but would be appropriate when we move into Napoleonic battles, where this was more common. [Jim]

 



7. What sort of modding options will be available? Why won't there be a map editor on release?


There is a new system in place where a single game install will handle multiple mods. A mod can include extensive changes to graphics, files, and provide many scenarios. The player simply selects the mod and then continues within the mod environment. We have used this already in testing alternate toolbar designs and it seems to be working quite well.

The issue of a map editor is primarily a business decision. After the main game is released, we plan to regularly issue expansion packs with patches adding new features, maps, OOBs and scenarios for additional battles. [Jim]

8. When can we expect the game and demo?


Our current plans have us finishing the game this year.  That means by 12/31/09 :)  We do plan to have a multiplayer demo version, but we won’t even think about it until the game is gold. [Norb]

9. Any plans for open beta-testing? Have you given any thought to Stardock's beta-testing method (where pre-order customers have access to the closed beta)?


A call for beta testers will be posted on the NSD forum along with the degree of commitment we expect from testers. We want people willing and able to work hard to make the game better. [Jim]


We just don’t have the manpower to have an open beta that large.  We like small dedicated teams.  Everyone is expected to contribute in a big way. [Norb]

 



10. What publishing options are you looking at? Will Gettysburg hit retail?


It’s hard to say at this point.  Yes, we’ve been approached by some publishers.  But I’m just not sure that’s the way we should go.  We will most likely start with direct download and work from there.  We are talking with the major direct download sites and hopefully we’ll be able to get the game on as many as possible.[Norb]

11. What happened with MadMinute Games?

It was the corporate equivalent of divorce. He and I have had major differences since day one.  I always tried to focus on the positive in our public eye and leave the negative stuff private.  It just got to a point where it made no sense to continue together.  It was bound to happen sooner or later.[Norb]

12. Was there any trepidation about approaching a new Civil War game without Adam Bryant, the self-professed “ACW freak” of MMG?

None whatsoever, we have a number of team members who are very if not obsessively knowledgeable about the Civil War. Two of the team members have ancestors who fought at Gettysburg and can take you to the exact spots where their ancestors were on those three days in July 1863. [Jim]

MMG was not just the two founders.  Both games that were released were completed by a team of dedicated people, including Jim on both games.  Just read our forums, there are a ton of “ACW freaks”.  I’m the odd ball in our group, more interested in the coding challenges than the content.  But the mix is still great.  We each have our own desires that we bring to the table to get in the game.  Our history grogs make sure the game follows history, the gamers make sure it’s still fun for everyone else.[Norb]

 



13. Are any other former MadMinute members a part of NorbSoftDev? Where did you come across the rest of the team?

I [Jim] have been working with Norb & Co since the early days of CWBR. I was actually recruited primarily to do the detailed historical research and expanded into scenario development and testing. When I downloaded my first version of that game, there was only the infantry, trees and grass. The rest of the team members were all recruited from the TC2M mod community. They all demonstrated their skills in a wide variety of mods for TC2M. [Jim]

14. Do you have future plans for other conflicts like the Napoleonic Wars or Franco-Prussian War of 1871?


Yes, we have intentions of doing Napoleonic battles as well as tapping the currently unexplored territory of real-time battle command in the American Revolutionary War. [Jim]

15. Any intention to ever go beyond 19th Century warfare? Man cannot live on rifled muskets alone, you know.


We have discussed what changes would be needed to use the engine for a fantasy wars game. That would be quite doable and would open up an entirely different market. [Jim]

 

 

16. Is there much of a market for ACW games outside of the U.S.? How well did TC2M sell in Europe compared to America?


Surprisingly there is a large market in Europe.  Germany, England, and France bought a lot of the TC games.  We also have people from other countries on our forums, though babelfish is a little hard for historical communication :)  One of our team members is a German and doesn’t speak english, but can write it fine.  I think it’s all about the combat type.  This form of battle that just seems mental to us today.  When you would just stand there shoulder to shoulder loading your weapon, looking right into the eyes of the other loading his.  It took a lot of guts, or a lot of officers with pistols behind your back.  It’s also the times of the war, when people were serious about honor.  Also, if you research the battle, it seems that everyone had a different reason for fighting.  It more than just the battle, it’s the personalites of the officers and the regiments in the war.  I think our European friends are just waiting for us to cross the ocean, and we really hope to someday soon. [Norb]

17. Any chance to see multi-monitor support, where you see the battle on one screen and the overview map on the other?


Great idea!  You would not believe how long our list is of features that we want to get in the game.  It’s gigantic!  Rewriting the engine has set back our plans a few years, but we’re still going.  Right now we just have to finish what we have, but we plan on improving this same engine with all different content, for a few games.  So each patch, expansion, or release will see more of that list included in there, and maybe someday multi-monitor support.[Norb]


War3DII Gettysburg Team:

Norb Timpko - Programming/Producer
Jim Weaver - Lead Designer
Tim Catherall - Lead Artist
Derek Fiedler - Artwork
Oliver Neumann - Quality Assurance
Brett Schulte - Historian
Eric Schuttler - Level Designer
Mark Tewes - Scenario Designer
Paul Tewey - Sound
Michael Boyd - Writer
John Edwards - Gameplay
Gab Feller - Gameplay
Matt Clyburn - Gameplay

There are 0 comments on this article. Comment on this article.
Username: Password:
Log me on automatically each visit
If you haven't already, you can register an account.

eXTReMe Tracker

Content



Hot Topics