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Gameguru Mania News - Apr,11 2001
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TimeGate Studios Interview
- interview
(hx) 04:44 PM CEST - Apr,11 2001 -
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eUniversegames has posted an interview with several team members from TimeGate Studios. While the interview focuses on the release of Kohan: Immortal Sovereigns, product support and a bit of design philosophy is discussed as well.
EUniversegame:
Kohan’s use of a company-based control system feels more intuitive than other systems wherein you need to micromanage each individual unit. How did you come to the decision to use a company-based method of control?
SH:
One of the original concepts we wanted in Kohan was a way to manage units without having to micromanage each unit. We also wanted a way to construct groups before the units were even out on the map. We envisioned fights to be full-scale conflicts that didn’t involve lots of individual units streaming in and blundering around. Something more akin to the “stacks” found in many popular turn-based games, only that the player would create the entire stack before it was commissioned. We looked at our planned military hierarchy (unit > company > regiment > army) and decided the company level would be the lowest level of control and unit creation allowed.
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