Zandog
06-19-2007, 07:48 PM
Frontlines Warfare (http://www.frontlineswar.com/index.php) has recently posted an interview with Frank Delise, founder and project lead of Frontlines: Fuel of War. Along with the interview, news of Frank starting up a blog on his official site located at FrankDeLise.com (http://FrankDeLise.com) where he will be talking about Frontlines: Fuel of War development process and other things. Here's a snippet:
1. How far along has the development for Frontlines: Fuel of War come?
Right now we are getting ready for a "select" beta group. Then later this year we will open it for open beta. So the game is really shaping up and we are getting excited to roll it out.
8. Can you tell us some of processes your studio is going through to ensure that the game will be balanced and bug free as much as possible?
We have playtests throughout the week as well as exploit tests where we try and ruin the game. We also have Relic, a sister company who has a great balance team for the RTS group. They are helping us find and balance issues as well. We are taking it very seriously, especially given the amount of options you have.
12. Can you elaborate on the differences that players will see between PC and console platforms? Such as there was a mention that console players will have auto aim to help with their shooting.
The main change between console and PC is the controls. On PC, there is no auto aim. On PC the recoil for weapons is more realistic. Vehicle controls on the console are very different then the PC. The Console has some great third person controls, while the PC is a bit more hardcore first person controls. For the diehards though, we have "No third person aiming" server options.
Click here (http://www.frontlineswar.com/index.php?page=interviewfdelise) to check out the rest of this new interview.
1. How far along has the development for Frontlines: Fuel of War come?
Right now we are getting ready for a "select" beta group. Then later this year we will open it for open beta. So the game is really shaping up and we are getting excited to roll it out.
8. Can you tell us some of processes your studio is going through to ensure that the game will be balanced and bug free as much as possible?
We have playtests throughout the week as well as exploit tests where we try and ruin the game. We also have Relic, a sister company who has a great balance team for the RTS group. They are helping us find and balance issues as well. We are taking it very seriously, especially given the amount of options you have.
12. Can you elaborate on the differences that players will see between PC and console platforms? Such as there was a mention that console players will have auto aim to help with their shooting.
The main change between console and PC is the controls. On PC, there is no auto aim. On PC the recoil for weapons is more realistic. Vehicle controls on the console are very different then the PC. The Console has some great third person controls, while the PC is a bit more hardcore first person controls. For the diehards though, we have "No third person aiming" server options.
Click here (http://www.frontlineswar.com/index.php?page=interviewfdelise) to check out the rest of this new interview.