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Imagine that you've spent a lot of time and money on a Weather Storm only to find that it was fairly ineffectual against your enemy. We originally planned on this but as we continued our plan of "balancing high", we found the turtle mode slowed down the game too much. Q: What exactly is "Turtle Mode" that we have been hearing aboutĪ: "Turtle Mode" is when a structure has the ability to close in on itself to avoid threats. Psychic power is just one tech path they chose to follow. Q: Who decided to put psychic powers into Red Alert 2Ī: Why, the Soviets of course! Those pesky Reds were (and some say still are) experimenting with a lot of strange technology during the 20th Century.
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We are looking very good and it gives us time when we can just play the game to see what works and what doesn't. All the game functionality for the shell screens, the game editor, etc is all in.
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This is a huge plus when it comes to play balancing and polishing. We are playing network/Internet games everyday. All the units and structures are in the game and functional. Q: At what point completion is the game in right now (as of May 1)Ī: I hate to give percentages since they mean very little to most people. We had been thinking of ideas for a few months while we decided how we wanted to focus our efforts. Q: When did Westwood first decide to make a sequel to Red AlertĪ: We first began preproduction in May of 1999.
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