If yesterday's gameflow document suggested the design philosophy behind the game, today's update specifies it -- in a point-by-point analysis, done very early in the process, of how the team will make Armageddon the greatest Wing Commander game yet. Discussion topic - which of these goals were met and which weren't?
These updates are thanks to John "Captain Johnny" Guentzel, who provided several CD image archives of material used by the Wing Commander Prophecy development team!
General Design Goals
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Date: March 25, 1997