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TF's 3rd Birthday: The Interview
Kick back and relax as we hash over some fond memories and get some insights on the past three years of TF goodness.
The PF Staff


It is hard to believe it has been three years! Join us as we probe for answers to some of the questions we have always had, but were afraid to ask...

Planetfortress:
Did you have any other ideas before you started making TF or did you consider making anything else instead of TF?
Robin:
TF was the game we wanted to play at our LANfests, so we did it first. We had a few others planned, but they never reached fruition, mainly due to TF consuming too much of our time.

Planetfortress:
What do you think of the transition from QuakeC and script style languages to dll's and other lower level coding for mods... Good, bad, or was it "No big deal"?
Robin:
It's great from a modmaker's point of view. Our code runs faster, and we're given more control over the game, allowing us to do more. It comes at the price of less security, but that hasn't been a problem so far.

Planetfortress:
Where there any planned features that did not make it into TF (counting all versions)?
Robin:
Only a few hundred! I couldn't possibly list them all... but to give you an idea, here's a quote from TF 1.0's readme: "What are we working on now?
More classes - Technician, Observer/Referee
More items - Personal Teleporter devices, Deployable autocannons, JumpJets, Personal
Shields Generators, Rebounding Shield, Armor protecting against specific weapons
More weapons - BioDiseases
More grenades - Shock grenades, Teleport grenades Skins for each class, Mdls for all weapons and grenades, And some maps built specifically for this code. "

So you can see that we had some weird ideas there that never made it in. We playtested a lot of features that didn't work, and these were culled before release. You can also see from that last line that we hadn't even released any TF maps yet, so yes, TF can exist without 2fort.

Planetfortress:
Ever since the release of TF, we have seen a steady increase in the number of class based mods. How much of this do you think has been inspired by quake TF/TFC.
Robin:
I'm guess a lot of them are TF inspired. The mod community's like that though... once someone shows that a particular idea works, everyone feeds off it. Nothing wrong with that. The only really depressing ones were the mods that were trying to simply copy TF, instead of improve upon it. We used to wonder why every class-based mod we saw after TF copied our classes so obviously, until one day we got an email from one of the authors of a class-based mod, saying "Do you guys realize how hard it is to come up with classes that aren't TF's?!"

Planetfortress:
If you had a chance to turn back time, would you have done anything differently?
Robin:
Yes. We've learned an enormous amount about game design at Valve, and there are many things in TF we'd change now. With TFC we managed to sneak in a few small changes.

Planetfortress:
It has been mentioned in a few places that the original idea for TF came from a map for Duke Nukem 3d and had some influence from Hexen gameplay. How close did we come to playing TF on the Build or Hexen Engines?
Robin:
We did a lot of tinkering with Hexen, making maps and scripts. We had this vision of a co-op RPG using its engine, but the vision fell apart when we began to learn the limits of its scripting system. We then tried messing around a bit with Duke3d's scripting, but by this time the next generation of engine technology was out.

Planetfortress:
Do you think you ever managed to truly balance the classes in Quake TF?
Robin:
Not really. The one which really sticks out in my mind as not achieving its role is the HWGuy, so we fixed that in TFC. Off the top of my head I can't think of any changes I'd make to the TFC classes, so overall I consider it to be better balanced that TF1.

Planetfortress:
As a wrap up, we have to ask, what are your favorite TF classes?
Robin:
John's is the Scout, with the Sniper a close second. Mine's Scout... I'll take speed over strength anyday.

Thanks from all of us at PF for taking the time away from TF2 development to sit down and rehash the good times. It is hard to believe it has been three years. Great years, at that. What does the future hold? I can see nothing but more of the same... but better!



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