Home » BIT COMPOSER GAMES » Jagged Alliance: Back in Action (by Coreplay) » Interview with bitComposer Games - JACenter
Interview with bitComposer Games - JACenter[message #267564] Mon, 29 November 2010 23:32 Go to next message
Lenn

 
Messages:45
Registered:September 2005
Location: Poland
Interview with bitComposer Games

"It's very important for us, to make Reloaded attractive for the JA veterans"
Elmar Grunenberg


The news concerning the sale of the Jagged Alliance trademark earned a lot of our attention. Furthermore we were astonished and glad to know, that the interview we had with a bitComposer employee, concerning Jagged Alliance Online and Jagged Alliance 2: Reloaded had only one precedent. Though the making of both aforementioned games is in progress for nearly 6 months, we didn't learn of it before this year's August during the GamesCom 2010 fair. And although the last decade showed only failures in the field of continuing the JA franchise, we have faith that this time the project will be executed entirely. Meanwhile there's a still a lot of work to be done by the bitComposer Games employees. How are they doing? The answer to this question is in the following interview, have a good time reading.
Re: Interview with bitComposer Games - JACenter[message #267573] Tue, 30 November 2010 03:10 Go to previous messageGo to next message
Shanga

 
Messages:3528
Registered:January 2000
Location: Danubia
Nice work mate. Here are the bits I find extremely useful:


Quote:
10. There were many modifications made for the classic JA2, these played a great role in extending the game's longevity. Are you planning to provide the modders with the necessary tools to make this possible with JA2: Reloaded as well?

Elmar Grunenberg: It's very important for us, to make Reloaded attractive for the JA veterans. We have discussed internally a lot about how we can make our Remake interesting and accessible for the still very active modding community.
You may think the easiest way would be to release the source code or parts of it. But time has changed and it


Re: Interview with bitComposer Games - JACenter[message #267574] Tue, 30 November 2010 03:15 Go to previous messageGo to next message
Shanga

 
Messages:3528
Registered:January 2000
Location: Danubia
Coreplay Engine they say...

http://www.coreplay.de/Technology/technology.html

Quote:


COREPLAY uses a highly efficient content pipeline. We develop our powerful but easy-to-use tools in house. All tools are designed with the different achitecture of Xbox360, PS3, Wii and PC in mind. As a result, our optimized art production pipeline enables us to design, create and polish game content in short periods of time.

The COREPLAY World Editor is a potent and flexible level editing tool.
It is easily customizable for the specific needs of each individual project and enables several designers to work on different aspect of the game environments at the same time.

http://www.coreplay.de/images/fullscreen/t_1.jpg

Modern shader technology allows us to visualize never-seen particle effects. The COREPLAY FX Studio offers a comfortable and powerful way to create a wide variety of Particle Effects.
Ion Assault is to date the best display of our capable effect engine in action.

http://www.coreplay.de/images/fullscreen/t_2.jpg

In the COREPLAY production pipeline Post Effects are also handled as usual art resources.

http://www.coreplay.de/images/fullscreen/t_3.jpg

Designers can easily create and tweak all Post Effects via the COREPLAY PostFX Editor. Both the PothFX Editor and the FX Studio have been licensed by other studios and have been used on various projects like Velvet Assassin by Replay Studios (PC, 360).

The COREPLAY terrain engine uses modern graphics hardware to full capacity. It was designed to visualize breathtaking large-scale landscapes. In addition to the terrain engine the COREPLAY toolset offers a capabale solution for the display of water.

http://www.coreplay.de/images/fullscreen/t_4.jpg

[Updated on: Tue, 30 November 2010 03:19] by Moderator



Re: Interview with bitComposer Games - JACenter[message #267575] Tue, 30 November 2010 03:22 Go to previous messageGo to next message
Shanga

 
Messages:3528
Registered:January 2000
Location: Danubia
So they're using, as expected, 3rd party tools and a small developer. My expectations of the game being modable just went from 5 to -5.

Quote:
offers a capabale solution for the display of water
They can't afford a spell-checker, it seems.

Fact is, I can give you two engines who can do the same and maybe more for $300-$1500. And those are well known. So expect a lavish budget.

[Updated on: Tue, 30 November 2010 03:31] by Moderator



Re: Interview with bitComposer Games - JACenter[message #267585] Tue, 30 November 2010 10:12 Go to previous messageGo to next message
Geist

 
Messages:13
Registered:October 2010
The interview is, how do you say? A load of shit? Bullshit?

He used the same words of the their forum, he talk about the importance of the community:
Quote:

We think that with JA2:Reloaded we can reach the older fans


and then he underline the change in the combat system, that has the same achievement of a kick in the balls for the old fans.

My question is: why we are still wasting our time with them?

P.S. at the time JA online will still be TB
Quote:

People can play the missions directly on the tactical map, using the critically acclaimed Jagged Alliance mix of turn-based and real-time combat.

Or he so stupid to call RTWP a mix of turn-based and real-time combat?

P.P.S. why an interview with polish fans and nothing with this community (if I am not wrong there is a thread with ours questions)? Maybe because them aren't so upset with change of the combat system?
Re: Interview with bitComposer Games - JACenter[message #267594] Tue, 30 November 2010 13:50 Go to previous messageGo to next message
Shanga

 
Messages:3528
Registered:January 2000
Location: Danubia
Explanation is quite simple actually. BC uses two separate studios to develop each game.

The studio who develops JA Online are quite decent folks and their first step was to try (albeit with not much success) get in touch with v1.13 devs and a select list of modders to pick their brains. And they will probably do a port of the original code.

The "other studio" is using an unproven engine they develop which so far barely made it into two published games without any tremendous success. That engine can or cannot be fit for JA2. But certainly won't be identical. In fact, I think BC were afraid of the "JA3 curse" and that's why they decided to name their product JA2:R, beside the obvious advantage of not even bothering to write new storyline and just go for ripping off old JA2 in name of remake. That being said, JA2:R is actually the much failed JA3, aka something that has nothing in common with our beloved game.

Even their pompous and un-diplomatic answer that they won't contact any previous JA devs proves they couldn't give less of a rat's arse about what JA is.

[Updated on: Tue, 30 November 2010 13:51] by Moderator



Re: Interview with bitComposer Games - JACenter[message #267601] Tue, 30 November 2010 19:12 Go to previous messageGo to next message
Peal

 
Messages:259
Registered:August 2007
Location: Germany
This interview has most likely old news in it (for me)...
Coreplay Engine is old news, it has good particle effects, but as you mentioned modding will not be possible...

Jagged Alliance Closed Beta Q2 2011!

[Updated on: Tue, 30 November 2010 19:14] by Moderator

Re: Interview with bitComposer Games - JACenter[message #267620] Wed, 01 December 2010 10:04 Go to previous messageGo to next message
1Samildanach

 
Messages:56
Registered:February 2009
Location: Southern hemisphere
Shanga
So they're using, as expected, 3rd party tools and a small developer. My expectations of the game being modable just went from 5 to -5.

Bethesda uses middleware (much better known middleware, but middleware nonetheless), and produces some of the most modifiable games currently available.

Shanga
[trimmed]
In fact, I think BC were afraid of the "JA3 curse" and that's why they decided to name their product JA2:R, beside the obvious advantage of not even bothering to write new storyline and just go for ripping off old JA2 in name of remake. That being said, JA2:R is actually the much failed JA3, aka something that has nothing in common with our beloved game.

Remember JA:3D? Wink And need I point out that BC currently intends to make a JA3?
Re: Interview with bitComposer Games - JACenter[message #267621] Wed, 01 December 2010 10:21 Go to previous messageGo to next message
Megabit

 
Messages:31
Registered:August 2010
Location: Croatia
1Samildanach
And need I point out that BC currently intends to make a JA3?


Hope they intend to go bankrupt, they are on a good way to do it. :devilaugh:
Re: Interview with bitComposer Games - JACenter[message #267665] Thu, 02 December 2010 04:59 Go to previous message
1Samildanach

 
Messages:56
Registered:February 2009
Location: Southern hemisphere
Megabit
Hope they intend to go bankrupt, they are on a good way to do it. :devilaugh:

Thinking positively*, if JA:R suffers heavy criticism *after* release, but BC survives just fine, its fairly likely JA:3 won't have as many flaws.

*Perhaps unrealistically so, but YMMV :shrug:.
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