Project Diary


Date of Release : Tuesday, May 26, 1998
We're in the final push to get our demo ready for E3, which I'm sure some of you will have noticed has resulted in our being less than dilligent about updating the web page. I've got what I can pretend to be a free moment, though, so ...

Tom has integrated a whole new controller level on our AI, basically replacing all of their senses and higher brain functions. This is our biggest current thing to get shaken down for E3, obviously. But we felt it was necessary given everything we've learned about our stealth scenarios, how we want our creatures to act, and the options we need for tuning and varying AI behaviors.

Meanwhile, Sean
has got in his brand-spankin'-new particle effects system, which will replace a number of the temporary and relatively unsatisfying special effects we had before (not that we're ever satisfied with such things). And Mahk and Doug have reworked our inventory system to respond to some playtest comments on the interface, and get in our actual creature inventory system. As a direct consequence we have our first version of pickpocketing finally in (but still pending lots of testing).

Other developments are doubtless too numerous to mention, or comprehend for that matter. -Tim

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