When I was a Russian major back in college in the era before time (the early
90's) I began a journey which ultimately led me here - to Developer Diary #3 -
where I have had the privilege to chat with you all about TimeShift. This
journey has encompassed learning to speak Russian, learning to drink like a
native, learning to deal with cash-hungry customs officers and learning to not
embarrass myself abroad with my unrefined brand of American humour. Luckily,
once you have cleared the linguistic stuff, you learn that the Russians are
really pretty similar to you and me. I mean yeah, they drink vodka in the
quantities that we drink beer and have a much higher tolerance for Arctic
climes, but outside of that there are more similarities than differences. In
fact, in many respects they are more similar to us than many of our closer
European neighbours (I am pretty sure, for example, that David Hasselhoff never
became a "rock star" in Russia). So when people question the ability of a
Russian team (under US design and direction) to develop a game palatable to
American and Western tastes, my answer is always the same: "Here, take the
controls and play it for yourself." That usually does the trick.
Come to think of it, the only thing that has been a cultural hindrance has
less to do with gameplay and more to do with Russian etiquette. Russians have
this "handshaking" tradition that is a daily ritual. When each member of our
team comes to work in the morning, he (or she) makes his rounds and greets each
and every member of our team with a firm shake of the hand. Now, when we started
out as a 15-person team this was no problem, but now that we are well over 50
people, the whole process really takes too much time and is a major waste of dev
time, not to mention a really bad way to spread germs and increase sick days.
(Note to self: try and curtail all the handshaking).
Anyway, I digress... I am really here to speak with you about something much
cooler than culture – today we will speak about how we crafted TimeShift's
gameplay. In particular I will talk about all the major gameplay elements and
how we have designed and balanced them to create what we think is one of the
more compelling shooters released to date.
In past segments I have spoken in some detail about what it is that makes
TimeShift unique. I really want to make it clear that TimeShift is an
evolutionary game. It is, at its core, a well-implemented shooter with an
engaging storyline, great weapons and solid AI. The cool factor about the game
and what separates it is the way that we have seamlessly integrated the
abilities to slow, stop and reverse time into the first person shooter mechanic.
The trick for us was really to make sure it didn't feel like a bolt-on or a
forced addition to the game. In order for us to accomplish this we needed to
design the game from the ground up with the TimeShift mechanic in mind.
This means that every battle, every thought-provoking challenge, every weapon,
opponent and environment in the game was designed specifically to interact in a
meaningful way with the ability to control time. Below I am going to give you
some examples of how game systems were designed to take advantage of the time
shifting feature.
Artificial Intelligence
One of the major challenges in developing a good first person shooter is
crafting believable opponent behaviour. As challenging as this is with standard
shooters, it is that much more complicated when you throw time control into the
mix. How should an opponent react, for example, if you walk right past him while
time is frozen? How should he react if he sees you and then you reverse time and
hide?
The answers are clear: if time is stopped for an opponent, then he should not
notice you at all. And if you take it further and steal his weapon during time
stop he should act bewildered. If time is reversed, then AI states should
reverse as well. An opponent who has just noticed you can be reversed back to
blissful ignorance. These are not simple things that just "happen" - they all
have to be hard-wired into the AI code so that opponents act naturally and as
expected in such situations. In addition, special animations have to be created
and voiceovers must be recorded that accompany such behaviour.
From a gameplay perspective, you can really see how the use of time powers
and its interaction with AI can create some cool opportunities for gameplay.
Imagine, for example that you are severely outgunned. Why not stop time and
sneak past some heavily guarded opponents? What if you walk right into a trap of
hidden opponents? Why not reverse time after they have pounced on you and get
out of that trap and strategize a better way around the obstacle? The use of the
time powers and their interaction with the AI allow each player to approach a
challenge differently. This is one of the really cool aspects of the actual
gunplay and one that makes the game much less of a linear experience.
Level Design
Another major design challenge is creating levels that work well with the
time mechanic. Our level design lead – Sergey Larionov – has had to be very
creative in crafting gameplay scenarios that incorporate time control. This is
more challenging than it sounds.
Let's take another solid game – Call of Duty 2 – for comparison
purposes. In COD2, as in most other shooters, battle intensity can be
increased by spawning additional opponents in out-of-the-way places. This is why
it can sometimes seem that the battles are lengthy, protracted struggles, which
indeed they are. Of course it is a cheat (of sorts) that creates the illusion of
a massive army, but it is a standard tactic that works well and allows for
gameplay that would not be possible were all opponents placed in a level from
the start.
In TimeShift, this whole idea of spawning opponents is much more
complex. Imagine, for example that we spawned opponents in a neighbouring room
that then burst into your room and starting firing away. What would happen if I
reversed time and followed this opponent back into the room that he spawned
from? Well, I would see that he appeared from thin air. What if I stopped time
and entered a room where opponents were supposed to spawn before I entered? In
this case, they would spawn in front of me. You can see the challenges in
crafting intense gameplay are greatly increased and have forced us to come up
with creative ways to handle these issues. For example we almost always spawn
opponents at a distance greater than you can cover in the maximum amount of
reversal time allotted. We have had to apply these principles to the entire game
to ensure that the world we have created is as believable as possible.
Weapons
One of the coolest things about first person shooters is the weapons. We
have, in my opinion, one of the most talented game weapon designers in the world
– a brilliant fella named Anton Lomakin. Of course I am biased, but when you see
our weapons in the game I think you will agree. One of the advantages of
creating a universe from scratch is that we can be as creative as we want in our
weapon design. We do not have to model realistic guns or worry about sticking to
convention. Thanks to this, we were able to develop weapons that interact in
cool and novel ways with the time powers. I will mention a few of these weapons
below.
- Swarm Grenade: This is a special "grenade" that is actually an
intelligent weapon. Once released it unfolds wings and searches out the enemy.
When it locates the enemy it hovers around him and fires. Imagine that
multiple Swarm Grenades have been released and are surrounding you. Your only
defense is to slow or stop time and take out as many as you can. Without time
control they would likely lay waste to you very quickly.
- Surge Cannon: This is one of the largest and most powerful weapons
in the game. It's primary fire works by shooting bolts of electricity that
span from the weapon to the target. Imagine that you have been tagged by this
weapon and a bolt of electricity is now stuck on you, quickly sapping your
health. What could you do? Well you could try to kill the enemy before you
die, but your chances of success are minimal. Instead how about stopping time
and freezing the electricity in place and seeking cover? What about reversing
time to the moment before the enemy targeted you and taking him out?
- BloodHound Rocket: The Bloodhound is a guided rocket launcher that
works (from the AI's perspective) by allowing the enemy to target you and
track you. Imagine that you have been targeted and a rocket is incoming. As
you run the opponent guides the rocket to follow you. One direct hit and you
are likely a goner. What should you do? Well, let's say you stopped time, the
rocket would freeze in the air and you could run and seek cover or shoot it
out of the air. What if you slowed time? The enemy would be unable to track
you as his movements would be slowed down substantially. By using your time
powers you can avoid the rocket and take out the enemy.
- Clutch Grenade: Any of you who have played Halo have seen a similar
weapon that they call the "sticky grenade". If an opponent throws a grenade
and it gets stuck on you in Halo you are pretty much RIP. In TimeShift
you have an out – you can reverse time and reverse that grenade right off of
you.
Opponents
TimeShift's opponents have also been created specifically to interact
with the time mechanic. Below I have described a few of the game's opponents and
how using the time powers can counter their tactics.
- Warp Guard: This enemy possesses an ability known as quantum
teleportation that allows them to essentially teleport to another location. By
utilizing time stop it is possible to freeze the Warp Guard before
teleportation and take him out. Utilizing reverse against the Warp Guard
allows you to bring him back to his previous location and fire as soon as he
appears.
- Flash Guard: This opponent, as its name suggests, moves extremely
rapidly. The best way to take her out is to slow or stop time to aim and fire
before regular time flow resumes.
- Storm Guard: This guy has a large shield that covers the entire
front of his body. The best way to counter the Storm Guard is to slow or stop
time and rotate to his backside where you can shoot him in his exposed area.
- Thunder Guard: This is one of the big bad guys in the game. He
possesses a guided rocket that he can track you with as you move. The best way
to counter his fire his to slow time and reduce his ability to track you or to
stop time, shoot the rocket out of the air, and kill the guard before time
resumes.
By crafting opponent AI specifically designed to interact with time control,
we enhance the value of the power itself.
The bottom line of all of this is that TimeShift required us to think
about design a little differently than we would for a more conventional shooter.
We think TimeShift will appeal to those that enjoy solid FPS games with
compelling storylines and fast-paced frenetic gameplay. By adding time powers
that are tightly integrated into the game, we are taking the experience up a
notch and giving shooter fans a fresh experience in a genre that has seen little
new in quite a while.
That's it for now. Looking forward to reading your feedback in the forums. I
would be happy to answer any questions you may have....