Introversion Software now entered a period that
can only be described as creative panic. It had
slowly dawned on us that our wargame was actually
nothing more than a good looking rolling demo, with
mostly pointless and boring interaction. The pretty
landscape had little effect on the battle outcome,
so we began looking for ways to change the core
of the game by introducing structure to the map.
Andy expanded the landscape generator so it was
capable of creating individual islands, which could
then be attached together to form continents. We
then wrote the first versions of the Radar Dishes
and the Laser Fence, in an attempt to break up the
battlefield a little.
The design of FutureWar was now changing on a daily
basis, with Chris and Andy both frantically trying
to find uses for their overblown landscape generator
and sprite engine. It took us a long time, but we
finally accepted that LaserTrooper versus LaserTrooper
combat sucked. It was great fun to watch, but ultimately
unsatisfying to control. So Chris began work on
a new type of monster...a red Virus which would
pour out of spawn points and "infect"
to part 4 of 6