NEIL MELVILLE Web Site |
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Redline 2 I worked on a sequel to the PC game Redline, but it was never finished, due to many various factors. It was shaping up to be a fantastic game, and still could be if there was any interest in bringing it to market by the license holders. You can actually download it and see it for yourself. After Accolade (ne Infogrammes ne Atari) published Redline, we explored the possibilities of a sequel, and a port of the original to the Dreamcast. For 6 weeks a small team consisting of Joe Hansen, Mike Fletcher, and myself worked on creating an updated Redline (version 1.5 if you will) to make the Dreamcast experience more unique and satisfying. Mike was tasked with documenting the design of the new game, and was our team's liaison with Beyond Games management and Accolade. Joe and I were all about getting the new and improved features working. We made another pass at weapon and vehicle design/balance, and even created a few new vehicles and many new weapons. But there were 2 features in particular that I was not happy with in the shipped version of Redline, and we set out to address them both. Better Vehicles
Better AI
The other factor of the AI that was improved was evasion tactics. We added more options to their arsenal, and added random delays to simulate human reaction times. This improved yet somewhat random survival instinct was key to making the AI feel human. They were no longer single-minded and reacting with machine-like precision. Even their aim was somewhat randomized. This new AI approach also opened up to the AI access to one of Redlines more interesting (and quite serendipitous) features: Saw flying. Better Features During development of the original Redline, Joe was implementing the behavior of the unlimited ammo short-range personal weapon. It was a giant bone saw. One problem with the weapon was that its ultra-short range effect would typically only hit the target for one frame. Basing its damage on this was problematic for the instances where multiple frames of collision occurred. Joe decided to keep the overall damage per second of the weapon lower, but give it a better frequency of multiple frame contact. He added a blast effect (a force applied to movable objects) with a negative value. The target would actually be sucked in to the spinning blades!
The PC demo shows this new AI, vehicle physics and weapon balancing. Our internal testing was very positive, and the updated game was incredibly fun. But this game was being targeted for the Dreamcast, not the PC. Eventually, we found that the Dreamcast's networking setup was not in sync with the Redline networking code. Lag and latency were going to be serious buzz-kills. Addressing this incompatibility was going to be a monumental task, and ultimately, the project was dropped. We abandoned development for the Dreamcast, and shifted our focus to the PS2, and a game that would eventually become Motor Mayhem. Early prototypes of Motor Mayhem were built to run in the Redline Arena engine, and would be its best and last innovations. |