More Thief 3 news for you today, which comes by way of the forums at Through
the Looking Glass, where project lead Randy Smith has
posted a status report on the game
). The post contains a runthrough of the various team members,
as well as an update on what they have all been up to lately. Here's an excerpt:
the programming effort has long since switched from planning to implementing.
In addition to the usual engine enhancements and tool modifications, weve
made a ton of progress on interface, player movement, and AI. Thats right,
Thief 3 already features guards who patrol, see and hear, search for you when
they detect you, and say must have been rats afterwards. Paul, the
AI guy, is clearly wasting no time. Furthermore, you can be Garrett in the game
already; you can sneak him around, hide in shadows, and even shoot arrows. Its
not quite right yet, of course, but since we have so much of a headstart, well
be able to tune it to within an inch of its life before ship, which is great.
Three missions are currently close to the end of their first development pass.
These missions are a testament to the value of our R&D efforts, since they
look spectacular. They have just the right Thief vibe, but rendering-technology-wise,
they look many years ahead. This is due in part to our level-building workflow,
which pairs artists and designers together to handle aesthetics and gameplay,
respectively. Once these three missions wrap up, were starting the next