- Jan 19, 2008
- 332
- 64
A user named MaxC over on the Steam TF2 forums posted some questions he emailed to Robin Walker along with some responses. You can check that thread or my blog (see my sig) to read them. Or you can simply read the rest of this post because I've conveniently quoted it all here.
Some interesting stuff there. Especially that last bit about big features that aren't class related. I wonder what those might be....?How many people are/will be involved with the development of new content for TF2?
There are 12 of us working on TF2 right now. This is actually a couple more folks than we’ve had on the previous TF2 class packs.
Are they working full-time with that, or do they have other things to do aswell, like helping out other development teams and such (I guess L4D has taken alot of the staffs time)?
We’ve been off on L4D for a while now, with only a couple of that 12 being left on TF2. For the past few weeks it’s only been the programmers left back on L4D, and with L4D shipping in a few days, we’re all moving back to TF2. Our hope was to move back earlier, but that’s how game development goes.
What feature has been the most fun in creating for the game?
It’s hard to say, we’ve had a lot of fun with so much in TF2. The most fun one recently would be the Heavy’s Sandvich. We’ve never worked on another game where we had a design discussion that could not only justify putting a sandwich into our game at a thematic level, but show that it also made a ton of sense from a game design perspective. The first playtest where we saw Heavies taking cover to have a quick bite was definitely a memorable one.
I figure a lot of things has been dismissed in the development process. Are there any ideas you personally think would fit in that were rejected for some reason?
We generally agree on almost all features that go in, so off the top of my head, I can’t think of any I thought we were wrong for not including. The game is such an evolving one that a feature we leave on the table now could always go in sometime in the future.
Earlier the updates came pretty often - in a 2 month cycle - but has now been pushed back by L4D (and possibly other reasons). Once back on track, could we expect updates to come as regularly as before again?
Yep, we’ll be trying to get back to producing them as fast as we can. On top of that, we’re working on some other big features that aren’t class related. More about them soon.