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Happy Birthday TRIBES

Dynamix' Tim Gift updated his .plan with reflections on the first anniversary of the completion of Starsiege TRIBES, as well as a very lengthy update on the current state of TRIBES 2 development, which I've trimmed a good bit from for space reasons (read the whole .plan for the whole deal, which includes a lot of programming stuff):

Doesn't seem that long ago... Last Friday was the 1 year anniversary of Tribes. We received final Sierra certification for duplication Thursday 12/17/98 at 7:46 PM. By the following Monday the warezers were online, and by the middle of the week there were players who had actually purchased copies!

These days it's all Tribes 2 programming & game design. My role on the project has changed quite a bit over the past few years :) (a long story) Now I'm mostly coding all the "game" part of the Tribes 2 engine.

<snip>

Player class
Been spending a lot of time on this one recently. I had the basic player running around a while ago, but then went off to work on other things. I just finished cleaning up and finalizing all the player movement code, stepping (over things), sliding off corners and along creases, etc. Tribes 1 had a few problems in this area which I never got around to fixing. Tribes 2 is much smoother. The new approach is cleaner, uses less code, and works better :) The player is now almost done, bunch of misc. stuff (including death and celebration animations), but the only big thing left is client side movement prediction, which I should start on this afternoon. He currently moves on other clients, but doesn't interpolate or predict (this is handled differently than your own player).

After player client prediction, some projectile code, then the code I expect to have some fun with: vehicles.

I guess that brings me up to date. Hope I haven't bored anyone... (kind of a long post)

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