Project Diary


Date of Release : Thursday, March 13, 1997
It looks like we're getting a bunch of additional talent on board, as British Open Championship Golf gets closer to shipping and art resources get freed up. Chief among the newcomers is System Shock's own Mark Lizotte, coming on as lead artist. This is good. Soon he'll have to sit for the bright lights and get a creepy photo on the team bios page.

Work on the object models continues. The new combat system design has been firmed up and we're sending our maneuver list to the motion capture studio.

We've moved on to nailing down our design of the creature list and stealth systems. Since we're concentrating on a thief as player-character that last bit is going to be particularly important, and we've been putting our heads together over AI models, audiovisual cues, and a number
of game rules to bring it all off. There's not a lot of precedents for a game concentrating so much on stealth: I told a friend of mine that we had a two-hour flame comparing our game to a submarine battle. She said she didn't understand how I got paid to do this stuff.

Amen to that. Tim


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