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Cut Features

Mark Sowden edited this page Oct 2, 2019 · 11 revisions

Below are a list of features that were cut from the original game (and why if possible) that we could incorporate following the initial release.

Kissing/Coercing Pigs

What?

Very little of this remains but it appears at some point pigs could be kissed using the spy (?) class.

If this was the case, the pig would be unavailable for the next turn.

Why?

No idea.

Fog

What?

Pretty much the fog you see used in the final PC release - this was cut from the PSX version of the game.

Why?

Probably either for performance reasons or because the development team ultimately decided it was unnecessary.

Status

This has been introduced as of v0.3.0 and can be configured in real-time.

Repairable Buildings

What?

One of the flags provided for objects can set whether or not that particular object may be repaired.

Why?

No idea, was probably cut very early into development as very little remains.

Damaged Objects

What?

Originally damaged objects could use an alternate appearance, likely if they had become damaged enough.

This is the purpose of the second string under any of the map spawns.

Why?

This would have likely required introducing a second set of models for a lot of existing models in the game to use for their damaged state, which would have meant using up more disc space and more RAM.

Rowing Boat

What?

A water vehicle which was cut from the game early into development.

Why?

No idea.

Plane

What?

An air vehicle which was cut from the game late into development. Was pretty much replaced by the airship in the final game.

Why?

No idea.

Destroyer

What?

A water vehicle which was cut from the game early in development.

Why?

No idea.

Gunboat

What?

A water vehicle which was cut from the game early in development.

Why?

No idea.

Grappling Hook

What?

Was apparently used as part of a zip-wire? Nothing more to say about it unfortunately.

Why?

Not specified, must have been cut very early into development.

Piano

What?

Nothing much to say for certain but it looks like the game was intended to feature a weaponised piano. The ammo type is still partially implemented in the final game however it's functionality is missing.

One would assume it was literally a piano that could be dropped onto other players.

Why?

Not specified, though it sticks out compared to the rest of the weaponry in the game.

Building

What?

Yes, originally players could construct things within the level! Definitely an ambitious feature for the time which was sadly cut relatively late into development.

Why?

Plane/Airship Physical Simulation

What?

It was intended at some stage that if an Airship or Plane were shot they would then physically fall out of the sky.

Why?

While on paper it sounds like a cool idea, the implementation could have ended up being quite chaotic in execution but there isn't an explicit reason provided.

Water Deformation

What?

Any tiles that were of the Water type would wave up and down, causing objects sitting upon the water to also move with the waves.

Why?

Unsure, might have been deemed too expensive. Probably similar rationale relating to why the terrain deformation was cut.

Terrain Deformation

What?

Why?

Wind

What?

Wind direction and power would automatically be randomised on each turn (very similar to Worms) - things like particles and physics would be impacted by the direction of the wind.

need to double check

Why?

Unsure at this time.

MIDI Playback

What?

Not much to say, looks like it didn't get very far.

Why?

Not sure, probably went unused because it was deemed inferior to Red Book playback.

Echo/Reverb Effects

What?

PSX provides this as a built-in feature and it was originally meant to be used in the game for outdoor areas.

Why?

This was cut from the original game to save on SPU RAM so they could use more audio samples.

Status

This was introduced for v0.3.0 and is used for any local sounds played within the world.