There was a preview of EA's F1 2000 in the German PC Games magazine. I am still overall
optimistic, or at least it will give something to fill the time before GP3. Some interesting
points:
- one of the lead programmers defected from the GP3 team, as he said with Crammond, you could
only ever be #2. Not a bitter statement, I think, but more a reflection that Microprose GP *is*
Geoff Crammond and Geoff Crammond *is* Microprose GP.
- the lead programmer makes reference to GPL when describing their physics engine goals
- the engine sounds are unique to each car, as are the***pits
- EA is going to hype the "breathtaking collisions" in typical EA hyperbolic fashion. The
programmer being interviewed chuckles a little and says he doesn't care what they say, as the
super collisions are a direct results of the good physics engine
- cars can, of course, turn over
- the***pit is 3D and moves in relation to the forces
- head panning is an option
- the car models have about 1000 polys
- 3D sound
- different handling characteristics for each car for the AI, but as is the case with GP3, the
designers took the decision to make the player's car always the best (although the***pit and
sound will reflect the team chosen) so that the player is not "penalized" for choosing a Minardi
. So, unless editors show up in the 3rd party world, we can forget about fulfilling our own
chosen "career goals"
- originally, the ISI programmers had programmed in the possibility of injuries and missing
races during the championship due to these injuries. The FIA said no way, so it was pulled.
- the AI originally had various levels of agression, but it was toned down because there was the
feeling that players would be disappointed if they were punted out of the race through no fault
of their own. Hard to interpret this. On the one hand, I would like to have the odd mistake
from another driver take me out, but I hated the completely thick-headed AI of some games, where
they always punted you out.
That's all I remember off the top of my head.
Stephen