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Deamon
Joined: 30 Apr 2002 Posts: 2302 Location: Germany
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Posted: Fri Dec 23, 2005 2:20 pm Post subject: |
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Xeidos2 wrote: |
Why did they (Destineer) broke the contract ?
The original contract was between Destineer and Aspect. But it became apparent that decisions made at Destineer were being dictated by people at Take Two and The Gathering. An indication of this was that we were told that final approval of our milestones had to come from an executive at Take Two. Also, we were asked if we would make our flight sim playable on the Xbox. We said no.
One month after Destineer broke their contract with us, Take Two and The Gathering published Wings of War for the Xbox and the PC. |
Thats wicked. And another example why i will never work under anyones contract.
Quote: | That now makes two of us. I had started having suspicions about the programmer's intentions several months before the work finally came to an end. I didn't confront the programmer because to do so would have ended the project then and there and I had already passed the point of no return because of all the money that I had borrowed in order to complete the project. |
Thats even more wicked and unlucky.
Quote: | The man is a brilliant programmer, and has a good sense for what makes a good game, which are the reasons why I was willing to risk so much to make a game with him. But as long as he's left in charge, it's not likely he'll ever finish anything. |
Sometimes when someone is a briliant coder then this means that he suck in any other areas. The team issue is a very difficult one. It's just a pitty when you notice to late that you have associated yourself with the wrong guy.
Quote: | I've looked for but haven't been able to relocate the website with information on British depth charges in WW1. If I do find it, I'll forward a copy to you. |
That woud be kind.
You said that the you have choosed a WWI u-boat sim becose that was a favoured subject by the coder. But what about you ? What are you addicted to most ?
Deamon |
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Xeidos2
Joined: 30 Mar 2005 Posts: 12
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Posted: Sat Dec 24, 2005 3:12 am Post subject: |
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Quote: | What are you addicted to most ? |
My love for airplanes came from my folks. (both were in RCAF)
My love for ships came from my time in the US Navy (74 - 7
But my real affection is for airships. Before we decided to do the WW1 submarine game we considered several ideas. My favorite one was doing a "What if" game using airships and battleships and rum runners.
I still think WW1 subs are a fascinating subject and there is plenty of things involved to make for more than just one version of a game. The thing I was looking forward to most in our game was watching how the parley AI worked when a player stopped a merchant ship and followed the Prize rules of engagement. According to the programmer the AI was setup to incorporate some random elements and while you might intercept the same ship time after time, it never acted exactly the same way. You could never be sure of what was going to happen next. |
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2019
Joined: 11 Dec 2004 Posts: 596 Location: Polish dude in Amsterdam
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Posted: Thu Dec 29, 2005 2:55 pm Post subject: |
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Xeidos2 wrote: |
I still think WW1 subs are a fascinating subject and there is plenty of things involved to make for more than just one version of a game. The thing I was looking forward to most in our game was watching how the parley AI worked when a player stopped a merchant ship and followed the Prize rules of engagement. According to the programmer the AI was setup to incorporate some random elements and while you might intercept the same ship time after time, it never acted exactly the same way. You could never be sure of what was going to happen next. |
That seems to be a interesting aspect.
Where there ideas made for ships that are escorted by alied submarines? |
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Xeidos2
Joined: 30 Mar 2005 Posts: 12
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Posted: Thu Dec 29, 2005 6:08 pm Post subject: |
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I don't think so. I wasn't asked to make any models of Allied submarines.
In doing research I came across accounts of where merchant ships in the early days of the war would tow small British subs in the hope that they would be stopped by German subs acting in accordance to the Prize rules. While the German sub was surfaced and inspecting the stopped merchant ship the British sub would move in to attack the German sub. Sort of a variation on the Qship tactic where they used the towed sub instead of hidden guns.
The variations that the programmer mentioned to me were mostly dealing with the aggressiveness of the intercepted ship. Sometimes it would try to run away. Sometimes it would stop as ordered by the player's submarine. Other times it would try to ram the player's sub. |
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