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Final Game Status Report
June 23, 1998 Those who've downloaded the SWAT 2 demo can attest that the game is virtually bug free and running smoothly. This is a level of quality we're committed to maintain throughout the final product. SWAT 2 has been "feature complete" for about 2 weeks. That means that all aspects of the final game, such as animations, sound effects, and cinematic cut scenes, have been built into the software. Now it's time to turn our focus toward fine tuning the play balance and seeking the last few bugs that remain in the software. We had hoped that the final version would be finished by this Monday, but some bugs were more resistant than we'd anticipated. Changing a few lines of code intended to fix one bug will sometimes create a new and totally unexpected bug. As you can understand, this process can be very complex. I would like to assure those who have been waiting for the game that our team has been working very hard to get the game out on time. Each member of the SWAT 2 team has put in 12-18 hour days/7 days a week since mid-April. Thanks for your patience. Having said all that, we're very optimistic SWAT 2 will go "gold" this week. If we meet this self-imposed deadline, the game should be on the shelves on or around the Fourth of July weekend. David Gehringer
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Demo hits C/Net's Download.com
June 15, 1998 I'm glad to see how popular the demo is on the web. In the first five days it's been available, over 34,000 people have visited download.com for a free demo. I've been checking the boards and am pleased to see so many positive reactions to the game. Besides some scattered problems downloading the file, there have been very few problems with the demo itself. Aside from some minor improvements in the interface, multiplayer, and the AI, SWAT 2's thirty missions and the bundled map contructor are ready to ship. I'd like to take the time to answer some of the questions that I've seen on the discussion boards. |
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1. | Game Performance Some players complained about slow or choppy scrolling in the demo version. This effect was not due to poor machine performance. The final game engine has been edited for faster and smoother scrolling, even on lower end machines. |
2. | SWAT officers returning fire when a team member is under attack. In the SWAT 2 demo, use the 'cover' command to ensure that selected officers will respond with gunfire when a man is threatened. In the final version of the game, officers that aren't currently selected should return fire automatically. Reminder: The gun's selection box doesn't have to be 'green' for the computer to command your officers to shoot (although it does need to be green for you to shoot.) |
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What is 'Artificial Intelligence?'
The term 'AI' is often oversimplified in mainstream gaming. Many computer game companies use the term to simply describe the overall toughness of the computer opponent. The AI in SWAT 2 is much more sophisticated. It's relatively simple to program the computer controlled characters to be aggressive and shoot at everything that moves. Such an an opponent would be tough, but not very likely or realistic. The AI in SWAT 2 follows a more complex approach than is found in most gaming engines, simultaneously employing two different forms of AI against a human opponent. The strategic AI determines overall methods the computer opponent will employ to fufill its mission objectives. This AI is constantly planning, reacting, and reevalutaing the its strategy based on perceived threats or advantages. A different, unit specific tactical AI gives each unit in the game certain specific behaviors and tendencies. This tactical AI is designed to simulate the behavior of an actual human being in any given situation. As you can imagine, all kinds of factors come in to play during a high-risk confrontation; and not all of them result in shooting at the enemy. Bear in mind that each non-player character in SWAT 2, whether it be a terrorist, SWAT officer, or innocent bystander, are acting under a 'human behavior' kind of AI. Understanding this helps to explain the unpredictable nature of nonplayer characters and improve your success and appreciation of the game. |
Oliver Brelsford SWAT 2Producer | |
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Release Date Pushed Back to June
June 5, 1998 This is the kind of news nobody likes. We SWAT 2 bringing mayhem to your computer every bit as you do. But we don't want bugs to ruin the expereince. The only frustration in SWAT 2 should be while through the missions or against a human opponent. Nowhere else. Simply put, we're going to hold the release of SWAT 2 back until it meets our high expectations. The first version to hit store shelves will be a solid product, instead of the common "ship now, patch later" version so common in the software industry. |
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AI System Undergoes Upgrade
June 4, 1998 We know that gamers know the difference between an OK product and a great one. That is why SWAT 2's extremely complex AI system can't be rushed through the final testing period. Even our best-guess predictions of how long the final QA process has taken were simply that -- predictions. It's because the game's AI is so complex - making for a way cool game, with virtually unlimited replayability -- that we are having to roll with the punches as the final testing period extends beyond what we originally thought it would take. We won't release a buggy product, nor a buggy demo, and we feel strongly that you, too, want it right more than you want it "right now." I would like to thank all the SWAT 2 fans for their patience. It won't be long now. |
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Final Touches put on SWAT 2 AI
June 1, 1998 The programmers final touches in SWAT 2's artificial intelligence system have been put into place. Don't expect any "dumb" or "sleepy" characters in the game. If you move your units within the sight of a computer controlled player, expect an immediate reaction. SWAT's AI is primed to produce the best challenge possible short of an experienced human opponent. |
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Online Discussion Transcript Posted
May 13, 1998 The TalkCity discussion transcript with Chief Daryl Gates and Susan Frischer is now available online. Check out thier conversations about real life SWAT missions, officer tactics & training, and details about the game's advanced artificial intelligence. Save Game Feature Expanded
Why is this important? Say you sent twenty-five terroristsout for training plus getting fifteen more ready for the next mission in the campaign. Want to save your hard work in case the mission goes sour? Not a problem. SWAT 2 will save Quick Missions or Campaign missions with equal ease. |
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SWAT 2 BETA Phase to Begin Soon
March 13, 1998 Hello, all you SWAT pups! Get ready for the law enforcement experience of a lifetime. We're nearing completion on SWAT 2, the ultimate cops and robbers simulation from Yosemite Entertainment. I've been the producer on this project since its infancy. It is amazing to see the hard work come to fruition. Nearly all of the game features have been implemented and we're in a mad frenzy of play-testing and bug-fixing. Despite our rapidly approaching deadline, we're still making small changes to make SWAT 2 more fun and easier to play. We're starting our BETA test in the next couple of weeks. Thanks to those who have already signed up, by the way.. With our BETA test, we plan to solve customer difficulties and implement customer suggestions, unlike all too many games (that I won't mention by name) which leave this step for the general buying public to encounter. For those who didn't sign up in time for the BETA test, the demo will be out on the web by early June. Multiplayer will be available via TCP/IP, LAN, and on the web at Won.net (World Opponent Network). If you haven't checked it out yet, stop by WON.net's website for more information about their free multiplayer gaming service. Oliver Brelsford
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