3 ms·
> surprisingly hard, IIRC It was much harder pre-release, we had to tone it down! Although that's relatively normal when you get a room full of hardcore gamers
by louthy 4y ago
> surprisingly hard, IIRC
It was much harder pre-release, we had to tone it down! Although that's relatively normal when you get a room full of hardcore gamers making games :)
> both the top-down RTS mechanic and the grunt-on-the-ground 3PS mechanic in the same game
Yeah, that was something I particularly liked - it took a loooooooong time to get the squad control right, but I think it worked nicely. One interesting artefact is the sweeping camera movements (when switching units) and the follow camera algorithm was something I originally invented (probably reinvented) for Lunatik and I built it into Battalion Wars - so it bookended my time in games!
> Off the beaten path here, but just for my own curiosity: did Nintendo seek you guys out when they wanted a third party to try their hand at the license, or did you go to them with the pitch for "3D Advance Wars in real time"?
I thought I remembered this, and I thought they came to us, but the more I think about it the less sure I am of that fact! I'm now semi-thinking that we pitched the idea (not as Advance Wars) and they said "Let's make it Advance Wars 3D". But, yeah, passage of time, makes me question that. Sorry!