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Post by Keith Heitmann on Sept 8, 2004 16:15:13 GMT -5
It seems that many games now offer their music soundtracks on true CDs for fans to purchase. Sierra and VUGames never seemed interested in this aspect of the game market, and I thought your Pharaoh music was good enough for such a CD. In fact a small number of promotional CDs of Pharaoh's music do exist and where handed out at the E3 convention back before Pharaoh was released. These are quite rare. The music for CotN sounds equally impressive if not more so. I think you should promote the music through sites like Music4Games. Will there be any easter egg music number like the Explixi.MP3 on the Zeus CD?
[quote author="Keith Zizza of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] We'll definitely be contacting music4games in the near future (the correct URL is actually http://www.music4games.net). The amount of tunes in CotN is still up in the air, but rest assured there will be at least 60 minutes of it to listen to (15-20 tunes). Pharaoh came in at around 10 minutes longer, but there you had two composers working for a year, and only on music.
As far as Easter Eggs are concerned, well... I'll never tell. [/quote]
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Post by Keith Heitmann on Sept 8, 2004 16:16:31 GMT -5
Will the rest of the music for CotN be similar to the music of Pharaoh?
[quote author="Keith Zizza of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] Rather than continue where the music left off in Pharaoh, I always intended not to write music in the same style, because CotN is simply a different game. Here's a quote from the music section on our site:
"My goal was to write music all in a similar style and meter - and the hope that about an hour's worth would keep it fresh and interesting. I didn't set out to copy the musical style of any album or movie; in fact, I wanted to make sure the music didn't sound like anyone else's. Everything about our game is unique in some way, and I wanted the music to reflect that as well."
CotN is a very different game from Pharaoh, and when you see it I think you'll find the music to blend right in. [/quote]
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Post by Keith Heitmann on Sept 8, 2004 16:18:32 GMT -5
It was mentioned in a early preview that the game would have 5-8 scenarios but that it would take some 12 hours to play each one.
[quote author="Tony Leier of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] Regarding that " about 12 hours to complete each scenario, with 5-8 scenarios planned for the final build." line:
You know, sometimes if we try to give a detailed explanation of our campaign/scenario structure, it just doesn't stick right. I'll try to give a better description of what we're doing (avoiding too many numbers, since that's not locked down yet.)
In addition to whatever stand-alone, sandbox, or historical scenarios we release, there is a Campaign. This campaign will have from 16-24 playable scenarios in it, though you only play some of them before the campaign is over. However, you can then start the Campaign again, and play an entirely different set of scenarios in it.
Maybe the usage of 'campaign' is confusing things. The idea is more that you start a game of Children of the Nile (the 'campaign'), finish that game, and then play another game of Children of the Nile (start the 'campaign') again.
In effect, it's like you have a few campaigns.
(edit) Plus, an editor.[/quote]
Moderator note: I believe it was recently mentioned that there would be one Grand Campaign with 15 scenarios, plus individual sandbox missions, and some developer approved fan-created scenarios at a later date. So 16-24 scenarios may not be quite true.
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Post by Keith Heitmann on Sept 8, 2004 16:20:01 GMT -5
The Egyptians were famous for animal worship, particularly cats, and in the old games there were game animals to hunt for food and trade, while others were there to make our lives miserable. What sort of animals will we see in CotN?
[quote author="Tony Leier of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] We like animals in the game, so we're putting in as many as we can. We have cats, crocs, and hippos for sure. Plus some more (I'm not going to give everything away), though there really aren't that many dogs in Egypt.
Common people can hunt for food if they need to (the Nile valley has enormous numbers of waterfowl like geese), or they might fish or pick fruits, depends on what's easiest for them. Nobles will do some big game hunting too, for fun. [/quote]
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Post by Keith Heitmann on Sept 8, 2004 16:21:31 GMT -5
It has been mentioned that we will not be mixing in quite so much with our local citizens problems as much as we did in the old games. This seems to mean that we will be spending a lot of time building up our reputation and building our tomb. Is having a nice burial tomb important?
[quote author="Tony Leier of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] We call it 'prestige'. Not having a nice tomb when you die does hurt that quite a bit. And you are concerned with what happens after the Pharaoh Bubbahotep dies, for example, since you probably still have work for Pharaoh Bubbahotep II.
As far as motivation/focus. I see it as I'm the Pharaoh. I'm motivated to build a nice Kingdom and a tomb you can see from Mars. To do that, I have to get those dirty peasants to do what I want, among other things. Of course, your motivation as Pharaoh may be a little less selfish. [/quote]
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Post by Keith Heitmann on Sept 8, 2004 16:23:12 GMT -5
There is much mentioned about wealthy children being educated by Priests. How important is this to your city?
[quote author="Tony Leier of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] In CotN, educating these young leaders (and then convincing them to work for you) is a key concern. The article(s) even hit on most of the things these educated workers will do too. [/quote]
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Post by Keith Heitmann on Sept 8, 2004 16:24:35 GMT -5
Tony Leier is a Tilted Mill designer and has some input on what sort of system requirements that will be needed.
[quote author="Tony Leier of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] Well, the minimum is a video card with Hardware T&L (Dx 8), which is any GeForce or Radeon card. Those have been around for 5 or 6 years now I think. The recommended is cards that have DirectX 9 functions (the latest cards, like the Geforce FX or Radeon 9800), so you can see the cool bump mapping and pixel shading those cards support. The newer cards are also faster and have more memory RAM, so you'll get overall better performance just like if you have a faster CPU.
So, that's what you gain. What do I suggest? I've played on a Radeon 7500, a Geforce4, and a Radeon 9600. All of them looked good and worked fine. The Radeon 9600 (a Dx9 card) does look better I admit, not unexpected since it is twice as good as the other cards.
If you're buying a new card, I'd go one of two ways: 1. Get a Geforce4 or Radeon 9000 or so. Those are the not-quite-latest version and so have great price points for their capabilities. The disadvantage is they don't have the full Dx9 feature set. 2. Get the latest GeforceFX or Radeon 9600/9800 (or whatever their number is.) This card will cost you more, but will have longer legs, and has the latest feature sets. [/quote]
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Post by Keith Heitmann on Sept 8, 2004 16:26:26 GMT -5
What's next?
[quote author="Ken Parker of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] We don't speculate about future projects until they are formally announced...which they typically are not until they move from prototyping into production. We are kicking into top gear on CotN now, and not thinking much beyond that, although we certainly have no shortage of great ideas. The problem is never coming up with ideas, it's choosing among them.
We read (our) boards daily, so the discussions that take place here aren't isolated from the creative process. I don't know if anyone could point to a specific detail that was implemented as a direct result of a message board thread, but that doesn't mean that your discussions have no influence.
Please don't become discouraged if we seem to ignore your questions, ideas and suggestions. We see all.[/quote]
Tilted Mill hasn't responded to any of the public's suggestions on which game should be considered next.
[quote author="Ken Parker of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] It is hardly an "embarrassed silence." We are focussed on CotN now, and will announce our next project when the time is right.[/quote]
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Post by Keith Heitmann on Sept 8, 2004 16:27:59 GMT -5
Most of us would love to see the return of a fully detailed manual books.
[quote author="Ken Parker of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] Our documentation takes modern packaging requirements into account -- and that means DVD box restrictions on manual trim size and thickness in the worldwide marketplace. The days of book-sized paper manuals chock full of flavor text and illustrations are, alas, past. However, Tilted Mill hired a fulltime writer (me) to ensure that all of the information you want and need is readily available in a pleasing and convenient format. All of the game's documentation will work together to exceed your expectations. Trust me. [/quote]
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Post by Keith Heitmann on Sept 8, 2004 16:29:06 GMT -5
What sort of manual will the game come with?
[quote author="Ken Parker of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] The printed manual will explain the core concepts that you need to get started, along with a quick-start guide. Most of the manual will consist of charts, diagrams, and similar look-up items that you might want next to you while you play. The game CD will include a .PDF version of this document. The manual is meant to be a reference, not an instruction book.
Detailed help appears in-game. Every selectable object in the game has its own help panel, and these link to help entries explaining all of the game's concepts and nuances. The entire help system is carefully indexed and includes a table of contents. Anybody who wants to read the entire body of help text in an organized fashion can do so, in-game, from the TOC. However, help is being written and presented contextually on the premise that most players want specific information when they need it.
The manual and the help system are intended to be complementary, with help doing the informational heavy lifting.[/quote]
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Post by Keith Heitmann on Sept 8, 2004 16:30:16 GMT -5
Will there be a big difference in the manual and the PDF file?
[quote author="Ken Parker of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] The print manual and the PDF manual will be identical. Think of the PDF as a backup, in case you lose the printed version. The manual serves as an introduction to the game and a look-up reference. The tutorials, and especially the in-game help system, do the informational heavy lifting. Our help system is comparable in extent to the Civilopedia, but with less emphasis on objects, more on game concepts, and robust cross-linking. [/quote]
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Post by Keith Heitmann on Sept 8, 2004 16:31:44 GMT -5
Those of us that have played Caesar III, Pharaoh/Cleopatra, or Zeus/Poseidon were well aquainted with the little tidbits of humor that was sprinkled throughout those games. [quote author="Ken Parker of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] One of my challenges in writing text -- especially speech -- is to infuse the game with a lighthearted personality without breaking your immersion. Touches of textual humor generally stay within context and setting, with only occasional anachronisms. I've tried not to overindulge my weakness for bad puns. CotN neither takes itself too seriously nor slides into slapstick or self-parody. You'll each judge for yourselves how well we succeeded at setting a playful tone without harming the historical illusion. Humor is, after all, subjective. [/quote]
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Post by Keith Heitmann on Sept 9, 2004 13:04:58 GMT -5
There was some mention of a "entry level path to civilization". What does that mean? Your nome is initially populated with primitive, hunter-gatherer villagers who have lived there since archaic times. The visionaries among these simple folk understand your organizational wisdom, and move into the productive, specialized peasant occupations that you create for them: soldiers, servants, farmers and laborers. That's where civilization begins, on the first rung of the social ladder. You're transforming the way humans have always lived, so that they can achieve things they would never have dreamed of without your leadership. The question is which path to civilization you would take, or whether you would rather stick with hunting and gathering which, after all, worked out well enough for as long as anyone can remember. (Can you tell that I chose to remain a villager?)
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Post by Keith Heitmann on Sept 13, 2004 14:10:32 GMT -5
Wars: What sort of control does the player have? I think it's important to mention that you don't directly control your soldiers, as you would in RTS games. It's all about preparing for battle and being ready for invaders. Your guards and soldiers can handle the fighting without needing you to move them around.
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Post by Keith Heitmann on Oct 18, 2004 12:07:01 GMT -5
Will sound in the game be scaled according to the camera viewpoint? Will it be 3D?
[quote author="Ken Parker of Tilted Mill" link=[board=cotn&thread=1094655072&start=0#0 date=1094655072] Speech volume and ambient sounds scale with zoom, as you suspected. Beyond a certain distance, voices cut out entirely. A speech icon still shows you when somebody's talking, should you want to zoom in and listen. Although you can play from quite a distance if you want to, the game feels more intimate when you're zoomed in.[/quote]
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