Kehittäjien kommentit (Gravel Pit)

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  • 1. Kuinka kommenttien kuuntelu toimii
[Gabe Newell] Tervetuloa Team Fortress 2-pelin pariin. Yhdeksän vuoden kehitystyön jälkeen toivon, että se oli odottamisen arvoista. Kuunnellaksesi kommentin, osoita tähtäimelläsi leijuvaa kommenttisymbolia ja paina ensisijaista tulitusta. Lopettaaksesi kommentin kuuntelun, osoita tähtäimelläsi kommenttisymbolia ja paina ensisijaista tulitusta uudelleen. Jotkut kommentit saattavat hallita peliä näyttääkseen sinulle jotakin. Näissä tapauksissa sinun pitää yksinkertaisesti painaa ensisijaista tulitusta uudelleen, jolloin kommentti päättyy. Lisäksi toissijainen tulitus kuljettaa sinua ympäri karttaa paikkoihin, joissa kommentit ovat. Ole hyvä ja kerro minulle mielipiteesi, kunhan pääset pelaamaan. Saat minuun yhteyden osoitteessa, ja suosikkihahmoluokkani on Spy. Kiitos, ja pidä hauskaa!

[Dave Riller] To accommodate the Scout class maps need wide open spaces that allows Scouts to double jump along paths that the other classes can't navigate. This area features a variety of rooftops and rocks that a Scout can traverse while staying above any non Scout opponents. Scouts often use their speed advantage to retreat and collect health. So here we've forced them to adopt some risk by placing the health inside a small enclosed area where they sacrifice some freedom of movement.

[Jake Nicholson] For Soldiers we've designed spaces with specific intention to the height. Soldiers generally want to be shooting down at their opponents to maximize the effect of their rockets splash damage. The rooftop here [at the house at point B] gives them that advantage. It can also only be reached with the Soldier's rocket jump and is generally inaccessible to the other classes. Because of the splash damage from the rocket jump, Soldiers have to trade health for the height advantage. This trade-off coupled with the lack of health on the roof, lets us make the rooftop a powerful advantage without unbalancing the map since Soldiers will have to rely on Medics down below to keep them healthy.

  • 4. Layout of Maps
[Jim Hughes] When designing areas for high levels of combat we tried to avoid complexity and chaos. Complex geometry confuses players making it hard for them to track enemies and interfering with their movement and aiming during combat. The most chaotic combat tends to occur when the size of the room fails to support the numbers of players fighting in it. In this final area of the map, we wanted a free form battle to rage for some time before anyone could achieve a decisive victory. To achieve this, we built a wide open area with several entrances and gave players a variety of attack and defense options at various heights. Rather than depend on elevators and ladders, we relied on ramps since these allow freedom of movement at all times instead of confining players. Through play-testing we made many changes to the dimensions of the room, the size of cover elements, and the size of the entrances. Thus ensuring the area could accommodate a battle of many players.

  • 5. Layout of a defensive building
[John Cook] Height is a useful feature when designing defensible buildings. For instance, the cap B building needs to be defended from all directions. The height and windows at all sides give defenders in this building the advantage when launching rockets and grenades from within. Bulletproof glass and some windows lets them safely view approaching enemies.

  • 6. Bulletproof glass
[Matt Boone] Bulletproof glass is a useful design tool in strongly defended areas such as around control points. It gives the offensive team a chance to see enemy defenders and Sentry Gun positions while providing the defensive team a good view of the gathering attackers. This is often crucial for the defense if the offense is waiting for the Medic's invulnerability charge.

[Charlie Brown] The Sniper Rifle was another tricky design problem. To meet players expectations, a Sniper Rifle has to be able to kill an opponent with a single shot to the head. On the flip side, we need to insure sure it cannot be snap fired from the hip with the same effect because then in the hands of an experienced player, it can be the game's most lethal short range weapon; negating the Snipers primary weakness. To solve this, we implemented a charging damage meter that only appears when it the Sniper is zoomed. This solution has several beneficial side effects. The low damage when un-zoomed (initial zoom) insures that Snipers can't kill opponents with impromptu snap fire. The charge time means Snipers can deal out low damage shots quickly or highly damaging shots at slow intervals which allows opponents to overwhelm them with a well coordinated rush. The high damage at the end of the charge rewards Sniper-esque behaviors such as locating a decent vantage point and taking very deliberate shots.

  • 8. Partikkeliefektit
[Chris Green] We intended Team Fortress 2 to feature many special particle effects the enhance the wide variety of weapons and class abilities. In previous versions of the source engine, all particle effects required the custom curve to be written by the programmers. For Team Fortress 2, We created a system where designers can rapidly create new particle systems and iteratively refine existing ones without programmer involvement. An in-game editor allows designers to edit the definitions of particle systems and immediately preview the effects in the game itself. The editor also allows artists to collect modular effect building blocks to create complex visual effects. As for the particle system itself, we have offloaded many of the system calculations to the graphics accelerator which allows to increase the number of particles on screen without reducing the framerate.

[Keith Huggins] With its wide field of fire, the Heavy's Minigun lets players who don't have great twitch aiming skills, still wade into the thick of combat. To make up for this reduction in the value of the players aiming skill, we amplified the importance of other skills. For instance, the wind up time before firing and the Heavies' reduced speed while firing forced players to anticipate both the start of combat and incoming enemy attacks.

  • 10. Visual Clutter
[Dhabih Eng] The challenge of the particle system was to create effects that were fun and visually exciting without being so over the top that no one could read their meaning in the game. In a typical match there are so many effects on screen at the same time that the biggest danger is visual clutter. Therefore the effects were refined so that they would be cleaner and simpler. Those that were most important for gameplay were made easier to see while those that were mainly eye candy were allowed to fall into the background.

[Jakob Jungels] Invulnerability adds an element of pacing to the multiplayer experience. Which otherwise tends to have few emotional highs and lows as in a well crafted single player game. When an invulnerable Medic and his friends come running in, it's an extreme high point for them. It's also a rush for the defenders when they just gotta hold on for ten seconds until invulnerability fades. Invulnerability also sharpens pacing by helping your team push through a defensive stalemate when an enemy team turtles up and refuses to come out of their base. Without a lack a defensive scrimmagers it's easier for the offense to build up the invulnerability charge without interruption. In addition, invulnerability is a great goal for the Medic and awards him for being an effective healer. We encourage the behavior by adding more charge when the Medic is healing injured teammates than when he's healing the ones who are already at full health.

[Jeremy Stone] In multiplayer games, the content players consume is largely generated by other players. To enhance this, we added features designed to promote relationships between players. For example, the freeze cam shot of a players killer helps the player remember specific troublesome opponents. The nemesis feature adds an additional reminder that certain enemies are more significant than others. It creates a small negative reinforcement loop by giving players an opportunity to score extra points with a revenge kill.

  • 13. Miksi TF2:n julkaisussa kesti niin kauan?
[Robin Walker] We first showed Team Fortress 2 at E3 in 1999 and here we are in 2007, so what took us so long? The short answer is that it took us this long to make something that we were happy with. The long answer requires us to look at our development process. At its core is the assumption that we don't really know ahead of time what will be fun. We know what's been fun in the past but if we've got three ideas on the table we really can't say for sure which one would be the most fun when they're done. So we've focused on developing a repeatable process that will find out. It's based on a cycle of constant iteration where evaluation is done by watching as many people play the game as possible. In developing TF2 we tried out many many features, a few of which made it into the final product, but most of which were cut. For example, our initial versions of TF2 were focused on trying to build a game around the concept of a commander: a single player who had a real time strategy view of the battlefield. He would be responsible for building structures and providing a unifying strategy for the team. But there was significant design challenges involved. For instance, how do we design the game such that the commander can have fun and at the same time ensure that the players down on the ground can have fun? How do we ensure that the players and the commander value the output of each other? How do we ensure that the game is still fun if you have a terrible commander, or conversely, if you're a great commander with a terrible team? We spent many months working on these and other issues and never really reached a point where we were satisfied. In addition, our game has become overly complex, due to our attempts to add a strategy layer deep enough to warrant the addition of the commander in the first place. In the end, we made the hard decision to remove him from the game and moved on.

[Kelly Thornton] Critical hits are one of the features that resulted from our focus on pacing. The Critical hits system attempts to slightly influence the highs and lows of the game by increasing the chance of a Critical hit based upon the player's recent performance. In summary, the better you're doing the more likely you'll continue to do well. This helps create those rare high moments where a single player goes on a rampage and gets three or four kills in rapid succession.

[Wade Schin] The Demoman is the most versatile combat class capable or rapidly switching from strong offensive pushes to defensive area denial. He has the only indirect fire capability in the game allowing him to take out Sentry Guns around the corner and his sticky bombs give him the ability grenade jumping ability similar to that of the Soldiers' rocket jumps. His sticky bombs can also prevent enemies from moving through doorways, cover a retreat, and cover control points even when the Demoman is somewhere else.

  • 16. "Keeping the Medic in the thick of Battle"
[John Morello] The Medic is the main support class. Previous support classes we've designed had a variety of problems. They didn't require much skill because they stayed back and defended areas which also kept them out of the funnest parts of the game. Worst of all, this meant they weren't even terribly useful because they generally weren't near the players who most needed to be healed. We designed the Team Fortress 2 Medic to solve these problems primarily by focusing on keeping them right in the thick of battle. Additionally, we designed the Medi Gun to be as easy to use as possible so that the Medics can focus on survival while healing teammates. Virtually no aiming is required which lets Medics concentrate on following their heal target who has a huge incentive to keep his Medic benefactor safe.

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