Old news never dies, it just moves here. Beware of broken, or outdated links. Note that all of the information in the exclusive info section is here as well.
Dark Engine AI
- 1:30pm EST - the spy
The AI is a signficant step up from Shock 1. We are using an enhanced version of Thief's AI. I've been playing the beta, and it does things I've never seen before. An example:
A guard was walking down a corridor. I closed a door so he couldn't see me. He said "Hey, what was that?". I heard him approach the door from the other side and he said "Hey, you, come out of there..."
I almost had a stroke. Thief is a pretty amazing game. And we get to use their goodies plus all the stuff we're developing on top of it. Ah, life can be good.
-Ken
I can't wait to play this game.. 8-D

What is a Burrick?
- 1:30pm EST - the spy
What is a Burrik? - talon54
Well, we're spelling it What is a "Burrick," though I don't know if that word actually gets used in the game.
A Burrick is something like a Wumpus. Of course.
Oh, that doesn't explain it? A Burrick is something like a dinosaur, and something like a frog, and something like a mole, and something like a dragon with stinking, noxious breath. They're easily fascinated by certain sounds. Err... and they're sorta like...
Ah, heck. Play the game. Wait and see.
-Tim
Thanx for clearin that up Tim. I have a sneaky feeling you guys made it up after a frenzied weekend of pizza and cherry cola binging.You tell everybody it came to all of you in a group vision. No more anchovie pizzas for you guys. -talon 54
Well I know what a wumpus is. I used to hunt them in the moutains. Anyone else know?

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More and More Detials
- 9:40pm EST - the spy
Stellmach again, this time answering the questions of Tristan
:Some of the things I want to know are:
:1)Where did the idea of this game come from – I play some RPG’s,
:not all computer based, and would like to know where the
:designers got the idea.
It evolved over the course of many months. Originally, we were thinking of concentrating mainly on swordfighting as our core gameplay. We toyed with a "Dark Camelot" idea where Arthur was the bad guy and you played Modred. And Modred was this kinda sneaky little guy. Interest in the Camelot theme didn't take off, but by the time we bagged it the Modred concept had evolved into such a rogue that we went straight from there into the Thief game. A lot of this, of course, came from System Shock, where it's all pretty hairy, and you aren't really a killing machine, so you have to do a lot of ducking around and playing it tactically kind of commando-style.
:2)Do they have poison
No poison. It was on our long list but didn't make our short list. We have an idea or two that might make it into Thief 2, if there is one.
:and can you buy stuff
Yes, you can buy stuff. It's sort of a hybrid between the RPG approach (where there's this whole big economy) and the more traditional mission-based action or strategy game (where everything is generally very self-contained within a mission). Call it a "spendthrift economy," I guess.
You get a standardized mission loadout, but there's also in-mission loot which is basically credit towards powerups in your next mission's loadout. So in your loadout screen, you can spend the loot from your previous mission. But your money and your loadout aren't persistent beyond that.
It's a bit abstract, and (admittedly) not anything we attempt to fictionally support, but it's simpler than the whole-hog RPG thing, and your decisions in each mission become more straightforward: buy as many toys as you can, and don't be afraid to use them.
So, it's an unusual approach, really, but in practice it's pretty fun. We expect that some people will bristle at not being able to hoard stuff like you do in an RPG, but we're going for a more mission-based action thing than that, and hopefully people will like the overall gameplay that spendthrift economy gets us.
:is the environment
:interactive, can you pick stuff up and push stuff around, can
:you climb, crawl, and jump.
All of the above.
And then on the question of framerates:
Still optimizing, so it's too early to say. The current big performance suspect on our optimization list is our memory footprint: machines over the minimum 32 meg will currently get much better performance, and we're working to close that gap.

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Thief Music
- 9:00pm EST - the spy
Here's a cool ingame music clip sent to me by ROBOTKID
thiefbe0.wav

Yet More Details
- 9:0pm EST - the spy
Stellmach on Difficulty Settings....
Also more/fewer items in your loadout, certain powerups to be found in the mission area, location of some pieces of loot, opening or closing certain routes through the area... several of the missions are really pretty different experiences on different difficulty levels due to the presence or absence of some critical thing.

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More Details
- 11:15pm EST - the spy
Check out these tasty tid-bits of info...
From Tim:
For the most part, we're trying to keep ammo to places where it makes sense to be found, e.g. armories and such. Arrows will be destroyed if they hit a creature. If they hit the terrain, they'll stick into wood or earth, but be destroyed if they hit other materials (like stone or tile). Arrows that stick can be recovered for later re-use.
The terrain distinction becomes especially important with rope arrows, which unreel a rope downwards if they stick in the terrain. So, that determines where you can and cannot place ropes.
From ROBOTKID, answering the questions of Talon54:
:Will the magazines coming
:out at the beginning of November have different avis or the
:same.?
There is a short version and a long version (5min) I'm glad you liked that movie! It took a LONG TIME TO MAKE!!!
:I thought you mentioned something about a rope arrow in
:one of the movies but I did not see that in this one.
The long version has 2 shots where the player shoots a rope arrow. The 1st he uses it to climb up to a balcony, the 2nd to get down from the rafters...
:Also how
:many levels of difficulty are there, and what makes them more
:difficult besides not killing any servants? Do the levels really
:test your skill as a thief in order to survive?
3 levels of difficulty. Each difficulty level has its own set of objectives, plus harder guards, etc. This way, if you only play THIEF on it's first difficulty setting, you will actually be missing a whole bunch of different stuff in each level.
And yes,the levels really test your skill as a thief in order to survive. If you ain't stealthy, you ain't breathin'!
It's almost done!!!!!

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In Depth Details
- 9:30pm EST - the spy
Tim Stellmach has gone more in-depth on the details of certain features, at the request of Talon54
:I am going to list several things about Thief that I have heard
:from various sources. Can someone confirm or deny these?
Sure, I'm someone.
:1. No multiplayer but maybe in an expansion pack.
No multiplayer mode. System Shock 2 will have multiplayer.
:2. Arrows will not move in a straight line but curve like real
:arrows. Does this affect aiming at all?
Oh, yes. Not tremendously, but you do have to be aware of range to your target, and correct for it. There's a target range in the training level to help you get the knack.
Actually, a couple of the arrow types are gravity-free, which I find makes them much easier to aim, but many of our playtesters say that makes them _harder_ because now they're so trained on doing the ballistic trajectory correction.
:3.Wood will burn,water freeze, and things will float in
:water. (Any other environmental affects?)
No freezing water, sadly. Only certain things will burn when hit with fire, a plan which we had to cut back on mainly (as it turns out) because of the special-FX problem of showing acceptible fire FX on arbitrary objects.
:4. Bodies will stay where they are, and will leave blood
:stains. (What happens when a body is discovered? Do the guards
:organize a search for you?)
When guards see a body, or bloodstain, they become more alert and start searching around. They remember the experience and never drop to their "unsuspecting" alertness mode again. You can carry bodies around (slowly) and dump them in a shadow somewhere, to avoid this, or use water arrows to wash away bloodstains (which would otherwise soak away after a minute or two).
Generally, when suspicious or alarming things happen, guards will talk about it, and other nearby guards can hear them and get some shared information about what's going on. Sometimes this turns out to be a more organized affair than others.
: (How long are the levels going to be?)
Varies widely. Most of them are pretty big, I guess.
: 6.3dfx support?
Through Direct3D.
: 7. You can pickpocket guards for keys.
Yep. Or healing potions, or gold, or whatever happens to be on their belt. Of course, in the healing potion case, the guard will use the potion if he gets out of combat and needs it, so pickpocketing it becomes an even better idea.
: 8.You can move furniture around to block doors.
Yep. Just been ironing some bugs out of that one lately, in terms of how the AI's react to such a setback.
: Release date? latest I heard was around Thanksgiving.
Yep, around Thanksgiving.

No Multiplay- An End to the Confusion
- 9:30pm EST - the spy
Just in case some people were still wondering.. Josh Randall tells how it is.
Yo-
There is no multiplayer in Thief.
The guy who interviewed me asked me about this, and I told him
there was no multiplayer. Imagine my susprise when I read his
article which quotes me several times...and I never said any of
his quotes! He fabricated half the article! People tell me that
happens a lot in this industry. Ug! (It's very weird to read
yourself saying things that you never said...It makes you feel
like you are going crazy or something...)
Anyways, there is no multiplayer in Thief, but the single player
experience is awesome. The AI is just nuts.
It's really getting good now...I played a bunch last night.
Ok, back to work for me...sorry for the confusion, everyone. We
kindly asked the article(s) to be changed to say that we don't
have multiplayer, but they have not updated them yet...boo!
peaceout-
ROBOTKID
----------------------------
Tim Stellmach explanes why the choice to remove multiplay was made....
[Is there multiplayer?] Nope. Sorry. If Deathmatch is what you're looking for, you're kinda barking up the wrong gameplay tree, anyway. Any game which concentrates on run-n'-gun combat is going to do deathmatch a whole lot better than a game which concentrates on sneaking around and stealing stuff. Doing Thief deathmatch just because it was "the thing to do" and not because it would be a fun game would be like showing up to a gunfight with a knife: better to not show up at all.
Look at it this way: Thief is an action/adventure game, not a shoot-em-up. How many people are out there crying out for internet deathmatch Tomb Raider?
Now, that said, we did originally have multiplayer plans for Thief, which is a plan that's still being quoted in the press by people with some outdated information. We made that plan because multiplayer play _was_ such a big selling point. For a while there, if you didn't have a multiplayer mode (whether it really worked or made sense or not) you'd get pilloried by the press, and that's the environment in which we made our initial plans. That no longer seems to be the case, and we didn't want to take development effort away from our single-player game to support multiplayer. We _certainly_ didn't want to risk coming out with a half-baked multiplayer mode just to put a bullet item on the box, the way we had seen in some games out there.
Thief is, in many ways, a big experiment. It plays like no game I know of, and it's been a big challenge to break that new ground. We do think that the ideas we had for multiplayer play were good ideas, but ultimately decided that trying to develop _two_ brand-new styles of gameplay was just too much.
I'm sorry if that means we've lost a customer. I really am. But I figure we'd lose a whole lot of 'em if our core gameplay didn't get the attention it needed because we were dividing our efforts.

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Stellmach Speaks!
- 1:30pm EST - the spy
Tim Stellmach, Lead Designer, dropped by our Thief forum the other day. This is what he had to say.
On the Demos:
There's a CD cover-mount coming out on magazines right about now with a non-interactive demo including sequences captured from gameplay, with the intention that you can get a better sense of how the thing plays than from our previous, more stylistic promotional material.
The interactive (and downloadable) demo is scheduled to be released at about the same time as the game hits shelves. Basically, cutting the schedule so close to Christmas, we had to decide whether to take time away from the game development for the demo. So, we're starting the demo when we go to press, and counting on the faster distribution channel over the 'net to get it out in a timely fashion for buyers to check it out."
On Violence:
Well, the ratings make the distinction along the "animated blood and gore" vs. "realistic blood and gore" lines, as I recall. Thief's stuff is about par for the course, I'd say. There's blood splashes (mainly to make it clear that you hit the guy), and bloodstains left behind by combat can be seen by AI's, who will become more alert. So, there's some blood, but it's not like a Mortal Kombat kind of thing where that's the point.
Also, for whatever it's worth, on the highest difficulty settings, your mission goals start requiring "clean" jobs, where you either can't kill non-combatants (servants and such) or "ultra-clean" jobs where you're not allowed to kill anyone at all. That's really at odds with a lot of convention, I know, but it sure does make the job harder, and there are still non-lethal "pacification" techniques available (like the blackjack and knockout gas).
So, Lord knows if that answers your question, but we're certainly trying not to be _gratuitously_ violent.

The Stash Updated
- 1:20pm EST - the spy
Finally getting the idea that it was just too redundant to have two Thief download sites on TTLG, I removed this site's download page, and linked to The Stash on ShockData instead. Less work for me now! Note that all (I think) of the new files are now available for download- new images, voice clips, and the movie, 'Tools of the Trade'.

Tools of the Trade
- 12:30am EST - the spy
The new Thief movie, Tools of the Trade, is now available from The Stash
It is recommened downloading from here, rather then from the Lglass Thief site. For one thing, they have a fancy quicktime viewing thing, rather then a straight-forward download. Besides, why download a 6 meg *.mov file, when you can get a 2.6 meg *.zip?
thief_tools.zip

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In a Nutshell
- 1:30pm EST - the spy
A large amout of events have suddenly occured on the Thief front, and now i have to catch up. Ok everyone, here goes.
The Thief site at Lglass has had large updates. The downloads section now contains four very nice images and four voice clips. Yes, that's right, we finnaly have cool stuff to download. The gallery has 2 new screenshots and a new movie entitled, "Tools of the Trade". This movie shows off Garret's various toys using the nicely done animation/live action we can expect to see in Thief's cut-scenes. There is a new diary entry as well. Yup, Thief is now well into beta. Gamecenter on C-net also has a flattering preview up. It dosn't contain any relativly new information, but what it does have are many screenshots, most of which i have never seen before. Again, this preview makes false claims on Multiplayer. There is NO multiplayer in Thief! One last note, to finnaly squash anyone's doubts about Thief's graphic qualty, ROBOTKID of LookingGlass has posted a short message on our Thief forum
Unfortunetly, I have neither the time nor energy at the moment to go over any of this in detail. I'm going to go take a nap. Thank you, and Goodnight.

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New Thief Artwork
- 4:00pm EST - the spy
The Eidos Thief site has posted up 3 very nice new examples of Thief artwork. Here they are!
Deamon
We've seen this ugly in the newest Thief Trailer. My Lglass sources tell me that this is Deamon-like deity, not Satan. The gem in view is most likely the 'enormous gemstone with a notorious reputation' mentioned several times.
Library
A nice piece of artwork, that really doesn’t give away much. I suspect that Thief will feature such dramatic changes from light to dark as we see here. I hope so at least. Nice sword.
Chill
I really like overall mood of this picture. It seems very depressionish to me, looking more like something out of a 1930's American ghetto, or even present day Russia, then a medieval fantasy world, which I think is really cool. I wouldn't have associated it with Thief if I didn't know better. I'm also hoping that snow (and rain for that matter) will be apart of our gameplay, as it is present in this picture.

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Faulty Thief Preview
- 3:15pm EST - the spy
PC.IGN has done a very nice preview of Thief, that is unfortunetly ruined by presenting FALSE information concerning multiplayer in Thief. Sorry everyone, Thief has no multiplayer. Wait for Shock2 for that.
PC.IGN Thief Preview: Steal this game!

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Interview with MAHK
- 5:50am EST - the spy
I asked MAHK a few questions on behalf of Dan Paul (and a few for myself), who seemed very curious and very excited! I hope he is pleased with the answers!
1) Is Thief going to be a game where you can scale any part of the level; be it roof-top or ceiling, with no boundries? Will we be able to climb over walls and fences? Will rope use be limited to rope-arrows? What about hopping from roof-top to roof-top?
| You'll have a fair degree of mobility, but not total. You won't stick to walls or ceilings like a fly. But you will be able to mantel and climb, much like Lara Croft. Jumping from rooftop to rooftop will vary based on the availability of rooftops in the particular mission. :) There will be ladders and ropes in the world, as well as rope arrows. Sometimes getting where you want to be will be a challenge, and we've carefully chosen our mobility constraints to allow our designers to create interesting spatial puzzles and challenges. |
2) Will the enemys die different ways depending on how you kill them or where you hit them; such as a shot to the neck which would result in immediate death, but a shot to the stomach would cause them to squrim in agony?
(are we sadists or what?)
| There are a number of different ways that guys can get killed. It won't in general be based on hit location. And yes, you are sadists. |
3) When you 'knock out' guards with your black-jack, will they wake up? What happens when the wake up? If then never saw you, will they just be disoriented and think that they dozed off, or if they saw you, will they remember?
| Guys won't in general wake up in the scale of time that a mission takes. Basically, we decided that most of the time guys would wake up when you weren't around and it would be confusing. There may be sleeping guys who will wake up if you make too much noise, though. |
4) When you kill an enemy, will the body stay there forever?
| Yes, and live NPCs that notice the body will react appropriately. Also, blood stains may give you away if you're not careful. |
5) If you thow a dead body down a stream, will it float or sink? Can you find the body downstream somewhere later? If you just knocked them out, and threw them in water, would they just drown, or will they wake up and try to swim? Can healthy guards swim, for that matter?
| Guards don't swim. They drown. Some objects float, and all objects are affected by river current in a way that you'd expect. Whether bodies float may depend on the body in question. |
6) When's the Demo coming?
| Pretty much simultaneous with ship, so you can try before you buy. |
7) The music- is the stuff on the webpages the game music? How about the Trailer?
| I can't say for sure whether it's the same music. It's similar. |
8) What about stealing a guard uniform, and walking around casually?
| No in general, but yes in specific. :) |
9) What kind of inventory system will there be?
| Fairly simple. No ultima-style bags within bags or anything. You'll have a wide variety of nifty arrows, and a small inventory of other useful tools (lock picks, healing potions, flash bombs, etc.), that you can cycle through. You can also pick up random junk if you really want. If for example, you wanted to pick up a skull or a piece of debris and throw it at a button, far be it from us to stop you. We do keep you from accumulating piles of random junk in your inventory though. |
10) What are those symbols we see on the pages and advertisments?
| Secret mystical Keeper stuff from Garrett's dark past. |
11) Do you support the PowerVR chipset? (What I happen to be stuck with at the moment.. *grinz*)
| All our hardware support is through DirectX 6. In the short term we don't have plans to support any other APIs. |
Thanks MAHK!
I'm excited, are you excited? yeah....

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Screenshots, and other news.
- 10:50pm EST - the spy
Let's cut to the chase...
Please hammer don't hurt 'em
Ick, chased onto a ledge, and in broad daylight too!! Dosn't look like a fun situation. Nice lookin architechure!
The Hammer Temple
Nice windows... 8-D
In other news, the LookingGlass Thief site has a new graphic of Garett up top. Drop on by and peek at it.
Oh yes, and the Links and Forum pages have been updated to include Shock2 stuff.

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