|Close Combat: First To Fight Development Diary|
February 4, 2005 | Tuncer Deniz
In this week's edition of First To Fight Friday we bring you a development diary written by Destineer, 4 new screenshots from the game, plus a QuickTime tutorial called "Intersections". The development diary and QuickTime movie are below. To check out the 4 new screenshots, click on the Gallery link.
Development DiaryFirst to Fight began as a partnership between Atomic Games, the creators of the award-winning Close Combat series; and Destineer, who had spent several years developing a cutting edge 3D engine. The mission was to create two training simulations for the Marine Corps that would also be made available commercially. The first of these games is called First to Fight.
Over the last two years, more 40 active-duty Marines have helped us to make First to Fight as realistic as possible. Most of these young men just recently returned from action in Iraq and Afghanistan. Along with discussing their strategies and tactics, these Marines have helped test First to Fight to ensure its authenticity.
The tactics employed by the game AI reflect tactics used by Marines in real combat. The Marines use a system of formations, movements and tactics they call Ready-Team-Fire-Assist or RTFA. RTFA is designed to provide 360 degree security for the fire team while moving through urban environments.
A Marine is never alone in combat. Because Marines are part of an integrated force, giving the player access to the Marine Air Ground Task Force, or MAGTF, was important. Aside from the normal fighting mode, players in First to Fight can call for support from Cobra gunships, mortar strikes, armored assault vehicles, M1Abrams tanks as well as other Marines.
We wanted an authentic game that went beyond accurate uniforms and weapons models. We needed something that would make the game stand out in the market. After speaking with the Marines, we learned that the driving force of all warfare is the human will. In order to make a truly authentic combat simulation, we had to incorporate the human will into our gameplay. To this end, every character (friendly and enemy) in First to Fight has its own unique psychology model. Impacting your enemies psychology can be every bit as effective as using your M-16. We believe that this is one of the major factors that truly separates First to Fight from any other military shooter.
Intersection QuickTime Tutorial