1)
On several occasions you and your team members mentioned the
"cool stuff
list". Several features from that list didn't make it into
the game (like sub-races) but can you tell us which "cool"
features made it into the game?
The Trip attack made it in, which several team members really
wanted. Spiked chains made it in, so the fans that were hollering
for them can feel appeased. Followers taking their own share
of loot and selling it back in town made it in, which is something
that I personally wanted. Giants shaking the screen when they
walk and bash their clubs made it in, which is an example
of something simple and not earth-shattering, but it's just
really cool to see.
2) What "cool feature" do you miss the most and why?
Do you have plans to
include those features into a possible patch?
I really wanted prestige classes in the game. Like many people,
I make my characters with an idea in my head of how they end
up, and prestige classes add more options for specializing
my characters. I don't think that prestige classes could be
patched in, but I certainly would plan to add them in a sequel.
3) Can you remember any funny bugs that showed up
during the development of
ToEE?
We had one build where every creature in the game started
out subdued. So you entered Hommlet and everyone was unconscious
- the people, the sheep, the chickens, everyone. After having
some fun with stealing and performing coup de grace attacks,
you got bored very quickly.
4) What was the funniest, scariest or the most weird
moment during the development of this game?
A tester killed a god in the game (yes, it's possible) and
took off his robe, leaving the body lying in the hallyway
wearing only divine underwear. I couldn't figure out which
was worse, the deicide or the subsequent stripping.
5) Some of the earlier previews mentioned that you
and your team played pen-and-paper D&D at the Troika offices.
Do you plan to continue those RPG sessions even after ToEE
is finished?
Yes, we do, but right now, people are finishing up the demo
and localized builds, and some people are headed off to well-deserved
vacations. Probably when things settle down, we will startup
the campaigns again.
6) What does it feel to play a game you developed?
Will you play ToEE when it is finished or don't you play your
own games after release?
When I first started in the industry 12 years ago, another
programmer told me that you will always hate your game by
the time development is finished. This has never been the
case for me, however. I still like playing Fallout, I still
enjoy Arcanum, and I was playing ToEE for fun after we went
gold.
7) I am sure you have played ToEE several times during
development, what was your favorite party?
Here's a surprise: I had a Lawful Good party that I liked,
with a paladin, a fighter, a cleric, a monk and a bard. The
paladin and fighter were my heavy hitters, with the cleric
and bard using ranged weapons. The monk I added for fun. I
really like the special monk animations for fighting and for
fidgeting. The artists outdid themselves there.
I am still surprised that I didn't go more for an evil group.
I certainly planned to during development. Oh well, I will
have to play again.
8) What are your plans for the future? Do you intend
to create more D&D games? A sequel to ToEE perhaps?
I have no specific plans. I never seem to, either. But I
would like to make a D&D sequel, since we put so much
effort into this engine. It seems a shame to waste all of
that work.
9) What are the chances that we will see a SF CRPG
by Troika in the future?
We have a proposal out right now for a science-fiction CRPG.
Very stylish, very different. Of course, it's all up to the
publisher.
10) What will you do when ToEE has finally gold master
status?
You mean after the demo and localized builds and the PR interviews
and the data archiving? I want to go on a vacation somewhere
without computers or the net. Just for a while. :)