More dull stuff
FROM: Rear Admiral Tolwyn, CINCWEAPONSDIVISION
DATE: 2009.19.09
On the game design front, we're adhering to the philosophical ideals we established in Prologue - if it isn't fun, it's getting cut. This sounds like a pretty obvious methodology, but trust me, as we learned in Prologue, it's not as cut and dried as it seems. A lot of features get momentum behind them, and the more momentum they get, the harder it becomes to cut them. In the end, though, you have to do what's best for the game, even if it means cutting out your favorite feature which is always painful to do.
Still, I love this time of the project. We're making steady progress, but we're still exploring ideas. Best of all, we're still incredibly flexible, which is going to be critical in the next couple of months as we start getting feedback from our testers. Honestly, that's one of the things I'm most excited about. We want to make the game you all want to play; after all, we're making it for you.
-Tolwyn

(20.09.2009 (14:21:51))
Can you give us some examples of features you had to cut?
Can you give us some examples of features you had to cut?Quote
Tolwyn (22.09.2009 (09:42:46))
Hello you lovely person!
The very first thing, that was cut, was the hard coded autopilot. Granted, critisizing our first autopilot implementation often feels like shooting fish in a barrel. Only the barrel is made of fish. And they\'ve all already been pre-shot. Even if the original system helped us greatly in the early development stages, it had quite a few glitches, some of them unimportant, but quite a few that we could not ignore for a second. So we went back and developed a totally new system, very reminiscent of WC3/4 flyby sequences.
Hello you lovely person!The very first thing, that was cut, was the hard coded autopilot. Granted, critisizing our first autopilot implementation often feels like shooting fish in a barrel. Only the barrel is made of fish. And they\'ve all already been pre-shot. Even if the original system helped us greatly in the early development stages, it had quite a few glitches, some of them unimportant, but quite a few that we could not ignore for a second. So we went back and developed a totally new system, very reminiscent of WC3/4 flyby sequences.
