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'''1:07 - '''Ah, Froman! Aw you're so close! | '''1:07 - '''Ah, Froman! Aw you're so close! | ||
'''1:10 - | '''1:10 - Mike Buelterman:''' From day 1, people have been in there playing, which really, really refines the gameplay. | ||
'''1:16 - [[Lars Bakken]]:''' It was horrible there. | '''1:16 - [[Lars Bakken]]:''' It was horrible there. | ||
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'''06:37 - [[Jaime Griesemer]]:''' It's really gonna help people improve their play if they can see it from the enemy's perspective. You'll be able to watch where they go, what weapons they pick up, in what order. | '''06:37 - [[Jaime Griesemer]]:''' It's really gonna help people improve their play if they can see it from the enemy's perspective. You'll be able to watch where they go, what weapons they pick up, in what order. | ||
'''06:45 - | '''06:45 - Colm Nelson: '''We've done a lot of paper-reels, specs, that there's a significant part of that that's not finished. the challenge ahead of us now is to make sure that we get everything that we can in the game. | ||
'''06:55 - [[Steve Cotton]]:''' We're gonna be what we're gonna be, and we think it's really good, but everybody's expecting it to be really good, so we gotta beat those expectations, somehow. That's what sucks. That's what makes me cry at my desk. | '''06:55 - [[Steve Cotton]]:''' We're gonna be what we're gonna be, and we think it's really good, but everybody's expecting it to be really good, so we gotta beat those expectations, somehow. That's what sucks. That's what makes me cry at my desk. |
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