by Leonard (Viking1) Hjalmarson
Click the image for a larger shot...
Lets start with some history. How did Novalogic get into tank
simulations in the first place?
NL:
It has always been our aim to create sophisticated
and fast 3D imaging
technology. Sometime in the early 90's we
created some breakthrough
technologies such as Voxel Space. Once those
technologies were in place it
became a logical choice to create vehicle simulators,
we looked for the most
interesting vehicles that we could find and tanks
were very high on the list.
CSim:
Did you have experienced armor
people involved in the production of
the original Armored Fist?
NL:
Yes,we worked with Colonel M. Leibstone and a few
other people as consultants,
however the number of experienced people that have
contributed on AF2 is quite
substantial.
CS:
What were some of the design
goals for AF2? What things did you want
to do differently from the
competition and from the original Armored
Fist?
NL:
We wanted to make a game that expanded on the use
of Voxel space 2, was fun to
play and that addressed customer requests and suggestions
from the original
Armored Fist.
Voxel Space is well suited to a tank game because
it provides such detailed
terrain modeling. Tank warfare is all about
masking, and our Voxel Space 2
terrain's represent rolling hills, ravines, valleys,
etc in a very realistic
manner. Even partial terrain masking works
in AF2 the way you would expect it
to.
In addition, we worked very hard to make a game which
is fun and easy to play
while also being deep and realistic. We did
this by supporting two different
modes, Easy and Realistic, as well as an in-between
mode (Realistic with Auto
Lock of targets). The result is a game that
is instantly fun and incredibly
immersive regardless of the experience level of
the player.
CS:
In the original Armored Fist,
we could control four distinct vehicles
directly. Will we still have
all those vehicles in AF2 or will there
only be the M1A2?
NL:
In AF2 we give you extensive control over the M1A2,
including the Tank
commander's position both buttoned (inside, hatch
closed) and unbuttoned (out
the hatch) as well as the Gunner's and Driver's
positions plus four different
external views. We decided to emphasize more
extensive and thorough control
of the Abrams in this game rather than control over
many different types of
tanks as we did in the first version. You
can request air support, call in
artillery strikes and give orders to M3 Bradley
when available.
CS:
What kind of relationship
does Novalogic have with General Dynamics
and in what ways have they
contributed to Armored Fist 2?
NL:
During development of AF2 we have had several conversations
with different
people at General Dynamics. They supplied
us with video and photos for
Armored Fist 2 as well as a variety of non-classified
information about the
tank. We supplemented this by going out to
see and climb inside the tanks, by
talking to the people who use them, and also by
consulting with several people
who are experts on ground warfare.
CS:
What selection of units will
be present in the game?
NL:
In AF2 we give the player quite a wide range of
mission types. We have a
campaign that is training-oriented, with live action
briefings and in-game
coaching from a real Marine Corps drill Sergeant,
we have one whole campaign
with scaled back missions where you only have to
worry about controlling a
single Abrams tank, and we have other campaigns
which give you one or more
platoons of tanks to control and coordinate.
As I mentioned earlier, M3 Bradleys are occasionally
available as support
units as are MLRS artillery batteries and air support
in the form of Apaches
or A10s.
CS:
We saw MLRS launchers firing
during the E3 demo. Will the artillery in
AF2 actually be on the map
or off?
NL:
In AF2 support units (including not only MLRS but
also the Apaches and A10s)
are fully simulated. If you call in artillery,
for example, it is fired from
a real and fully articulated MLRS unit. And
if the enemy destroys that MLRS,
then you will have lost the ability to call upon
it, just as you would in a
real battle situation. It is quite a sight
to see the rain of artillery
shells falling in enemy territory.
CS:
What kinds of ammunition will
AF2 support for the M1A2?
NL:
For the M1A2's Main cannon we have: Sabot,
H.E.A.T and Staff rounds. We also
have the .762 COAX and .50 caliber machine guns.
We have simulated the
relative damage potential of each of these weapons
vs. every target in the
game. We are also accurately representing
the muzzle velocity and trajectory
of the shells. When you load a different round
into the cannon, for example,
you can often see the gun superelevate differently
for the new round
(depending upon the range that the gun is set for).
CS:
What kind of effects can terrain
have on your driving in AF2? Physics
modeling in Comanche 3 was
pretty awesome. Can you tell us more about
the physics modeling in AF2?
NL:
Terrain is what Voxel Space 2 games are all about.
As it was in Comanche 3,
the terrain in AF2 are not only beautiful and realistic
looking, but also
practical and important from a physics standpoint.
The terrain can slow your
Abrams down, force you to take different routes
or allow you to duck behind
hills to avoid enemy fire. Buildings and structures
also come into play,
giving you or your enemy additional masking opportunities
(at least until the
buildings are destroyed). And as mentioned
above, the ballistics of the
rounds has been faithfully modeled.
CS:
In your press release you
mention individual control of up to 32
tanks. How is this implemented?
What are the commands that an
individual player can issue
to his own units?
NL:
Controlling more than one tank happens a couple
different ways. In
single-player missions, the player can jump into
and take direct command of
any tank in the company. In this way, the
player can sometimes spot which
unit is in the heat of battle at any moment and
play out that role. Another
way to control other tanks is by setting their waypoints,
which can be done
from the IVIS. A third way is our Platoon
Orders control interface, which
lets you set the formation and spacing on a platoon
by platoon basis, as well
as give other commands for shooting and movement.
CS:
How will damage resolution
be handled? Will it matter what direction
you hit the enemy from and
where your round impacts? Can you actually
target particular locations
to try to disable enemy units?
NL:
It's pretty difficult to damage an M1A2; however,
AF2 simulates damage very
extensively. Direction definitely matters.
The relative armor and
vulnerability of objects is represented from a variety
of angles. T-80's
flame-up real nice from the back-end and the M1A2
has thicker armor on the
front, so you don't want to expose your back side
to the enemy. Although
there is very limited ability to aim at specific
parts of a target in an
attempt to inflict a particular type of damage,
different types of weapons
have appropriate effects. For example, a mine
is quite likely to take out a
track but is unlikely to damage the GPS.
CS:
How will the laser ranging
and lead compensation be handled? Will it
be simple, complex, or will
there be selectable options?
NL:
We handle this in several different ways.
We realized while making this game
that if we simulated the tank very accurately, tank
sim experts would have a
great time but those of us with less tank training
would find it very
difficult. What we ended up with in AF2 is
three distinctly different modes
for playing the game. We call them "Sim Modes",
and you can switch between
them from the "Sim Modes" menu at any point in the
game.
Easy mode most extensively compensates for the fact
that the player is trying
to do the work of four very well-trained people
by automating much of the
process. It simplifies tank control, allowing
you to steer and shoot from any
tank position. It also has an AutoLock feature
with automatically tracks
targets. AutoLock automatically lases the
target, ranges and superelevates
the gun for the current round, and leads the target
based on its movement...
Realistic Mode is the other end of the spectrum.
In Realistic mode, your
control of the tank is different depending upon
the crew position you are in.
For example, you drive from the driver's position,
manually lase targets and
shoot, you designate and hand off targets from the
Tank Commanders buttoned
position and you can manually operate the .50 cal
machine gun from the Tank
Commander's unbuttoned position!
Virtually a third mode is the Realistic mode with
the AutoLock feature of easy
mode enabled. This "in-between" mode has many
of the best features of both
Easy and Realistic. You get to experience
the differences between the
different crew positions but with the added assist
of automatic target
tracking. Other features which can be turned
on or off by the player include
Automatic Round Selection, which causes the loader
to select each next round
to load intelligently based upon the target, and
Realistic Damage.
Between these modes of gameplay, we believe there
is a level of difficulty
which will appeal to casual players, tank experts,
and everyone in-between.
CS:
Will the game handle smoke
launchers? What about night vision
features?
NL:
We are very proud of our smoke effects. Visually,
I am not aware that anyone
does it better than we do. Smoke grenades,
engine smoke, and the burning
remains of destroyed objects are very realistically
depicted with subtle
translucency (smoke, in fact is one of many parts
of the game which is MMX
enhanced, so that if your Pentium has MMX the smoke
will be not only much
better looking, but also faster to process).
In terms of game effects, smoke grenades work much
as they do in the real
world. The billowing clouds of smoke from
grenades or engine will interfere
with lasing and target locking, for your enemies
as well as you. Enemies and
computer-controlled friendlies also intelligently
know when to deploy these
defensive measures.
Night vision also works just like it should, making
warmer objects brighter
and cooler objects darker. You can also reverse
the polarity of the
night-vision displays if you choose.
CS:
In the screens we can see
the integration of air activity in the sim.
How is this handled in AI
and how will it affect overall gameplay?
NL:
AF2 is a ground based warfare simulator, however
we are also simulating air
elements as they most directly impact a ground battle.
On a mission by
mission basis you may have at your disposal either
Apache helicopters or A10
fixed wing aircraft. If available, you can
call them in as needed. Be
warned, your enemy also has Hind helicopters and
Warthog aircraft and will
call them in against you as needed.
CS:
In Comanche 3 the communication's
added an additional element of immersion,
helping the player feel like
he was in a real battle environment. How
will comms be handled in AF2?
How many missions will AF2 have and will
there be any provision to
extend the number of playable missions?
NL:
AF2 contains even more inter-unit communication
than Comanche 3. We agreed
that was one of the most dramatically successful
features in Comanche 3---but,
we've gone much farther than C3. We're using
a lot of real tank people/voices
in the game. We have a real Marine Corps Drill
Instructor shouting out orders
and feedback during the training missions, we have
the voices of your
Commander, Gunner and Driver, as well as other Platoon
leaders and commanders.
We have very deep and rich communications
that go on throughout the battle.
In the midst of a fierce firefight, the chaos of
overlapping communications
really lets you feel the panic of the situation.
We have no provisions to extend missions in the game.
We have put all our
efforts into crafting fun and interesting missions
which we think people will
enjoy.
CS:
To date Novalogic has steered
away from dynamic campaigns. Yet they
are a heavily requested feature
and many developers are moving in this
direction. What is Novalogic's
take on dynamic campaigns and can we
hope to see them in future
products?
NL:
We are also moving in that direction. Although
AF2 does not feature dynamic
campaigns, we do in fact have a very dynamic campaign
environment going into
our forthcoming F22 Raptor.
CS:
What kind of multiplayer support
will AF2 have?
NL:
AF2 supports multiplayer via Modem, Serial cable,
LAN, or Internet (using KALI
or similar 3rd party utility). Modem and Serial
supports two players and
LAN/Internet supports up to eight.
There are three different categories of special multi-player
missions:
Co-operative missions are structured so that you
and other players all control
a company of tanks going against computer-controlled
opponents. Red on Blue
Exercises divides the multiplayer participants into
two teams going against
each other, each with a base to defend. Deathmatch
pits every tanker for
himself and is a timed battle where you get a new
tank after yours is
destroyed.
CS:
I think I read somewhere that
we will be able to view the battle from
other perspectives. Will we
be able to hop into the turret of an
allied tank, as we could hop
into the seat of our wingman in Comanche
3?
NL:
Yes, you can go into and take control of any unit
in your company. Only in
the Multiplayer games you are not allowed to jump
into you neighbors' tank.
CS:
Will we have the same replay
features in AF2 that we saw in Comanche
3?
NL:
AF2 gives you the option at the end of a mission
to either playback the entire
mission or to simply playback the last 30 seconds.
If you playback the
mission, you can choose to take control again at
any point and play out the
end yourself again. The feature to playback
the very end is useful when you
want to review how you were defeated (in case you
were otherwise occupied when
it happened).
CS:
Every once in awhile a rumor
goes around that Novalogic may end up
supporting 3d cards for their
"next product" - although this would
clearly indicate that the
VoxelSpace engine would have to be converted
to a polygon based engine
for that to happen. What is the future for
Novalogic and 3d acceleration?
NL:
Voxel Space 2 is not necessarily well suited to
3D acceleration, however, even
our Voxel products are hybrids with poly objects
that respond to acceleration.
Our pure polygon games are also candidates
for acceleration. We are actively
working with Intel to take advantage of their AGP
technology. AGP gets rid of
the texture RAM limitations that have kept us from
using accelerator cards in
the past.
CS:
Good information on AF2 has
been very hard to find, are there any
juicy details you would like
to tell us about?
NL:
We feel we have created a tank game that is authentic
enough to please tank
afficionados, but also broad, fun, and easy to play.
For instance, the tank
switching and order mechanisms are user interface
breakthroughs that satisfy
both criteria. Armored Fist 2 has turned out
to be an amazingly immersive and
fun experience and we are very proud of it.
CS:
Can you say anything about
future sims in production with Novalogic?
NL:
We are already at work designing AF3 as well as
additional Airplane,
Helicopter and other combat sims.
CS:
I understand that someone
has licensed Voxel space technology. Can you
tell us what genre of simulation
these guys will develop?
NL:
Argos Gameware has licensed a variant on the original
Voxel Space for their
game Strike Base. Strike Base is a futuristic
arcade shooter with some
strategic elements. You can control both ground
and air vehicles.
Csim: Thanks and best wishes on AF2 as well as F22 Raptor!