Re: Jagged Alliance: Flashback now on Kickstarter[message #318004]
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Fri, 26 April 2013 20:24
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Vortexdr |
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Messages:57
Registered:April 2013 |
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I'm pretty sure this project will get the vast majority of its backing towards the end but it will get funded, just not sure how much higher it will go. A lot of people are just looking and waiting to see what happens update wise etc. I'm hoping the big thing is Ian's involvement or other old Sir-Tech Canada folks(even if its just on a consulting level it would help)
Torment and Divinity also recently finished for a grand total of like 5.3m so I assume a lot of regular backers on KS out of money for the month (and some out already). The last 2 months have seen a ton of high profile projects.
PS tossed in 250 for Torment so people do pledge high...I do agree the 25 bucks a bit too high. I would of set it at 20$ with a say 2k limit and then have unlimited at $23
[Updated on: Fri, 26 April 2013 20:26] by Moderator Report message to a moderator
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Corporal
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Re: Jagged Alliance: Flashback now on Kickstarter[message #318006]
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Fri, 26 April 2013 20:48
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grim |
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Messages:344
Registered:July 2006 Location: France |
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Yes Vortexdr, limited edition pledges could be used to a good end. It may attract some people in the early stage of funding.
I won't ague about preorder, that's not my point. This game (as other KS projects) is in pre production though, don't forget that.
25$ for the digital copy is acceptable, but in my opinion and compared to other projects, a bit expensive.
JAF team included new pledges to fill the gaps, that's good, but a few in-between pledges could help involve people that can't afford the bigger ones.
Once again, i'm all in for this project and pledged as soon as i could, but KS tends to make people put money in companies as if it were charitable associations, while they are actually making business, making money with their work, in the end. Some kind of payback, one way or another, is something we can ask for, i believe.
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Master Sergeant
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Re: Jagged Alliance: Flashback now on Kickstarter[message #318009]
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Fri, 26 April 2013 21:17
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Oilystool |
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Messages:25
Registered:April 2013 Location: Copenhagen |
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Hello everybody,
Been reading a lot of the responses and I figured it was about time to get a little more involved. My name is Javier, I am a developer at Full Control and currently work as lead artist on Space Hulk. With any luck I will get to do the same on Jagged Alliance. The reason I am here is to get feedback and answer questions from the community in regards to anything and everything ,related to the look of Jagged Alliance Flashback.
Short introduction about myself, I am 34 years old, from the U.S. I have worked as a 3d artist for 15 years and I have worked in the game industry for 8 years now. If we pull off this kickstarter it will be the 8th game production I've worked on, the last being Spec Ops:The Line. Like many game artists I have worked on big AAA productions as a random cog but this time around I am enjoying my first stint at and Indie game studio.
I joined The team sometime last year and at the time I had a few other offers but I went with Full Control. The impression I got was that this was a game studio that, with the right people at the helm could succeed , what sealed the deal was the fact a small indie studio was able to secure the rights to make Space Hulk. Ever since then the team has picked up a few more talented artists and I am proud of the work we have produced for Space Hulk. With a little support I hope Jagged Alliance will be next.
Artistically, the goal will be to make a Jagged Alliance that has both upgraded graphics and carries on the spirit of older JA titles. But most importantly we would really like to hear from the community about what they envision a new Jagged Alliance game will look like.
Thanks alot for everybody who has pledged towards the kickstarter and I really hope we get a chance to make a Jagged Alliance game that both pleases the old fan base and brings in new recruits.
I'll pop in to this thread daily and try to answer your questions to the best of my abilities.
Javier
P.S in case your wondering if I am the real deal, JAFTeam can vouch for me or Google me, the last name is O'Neill.
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Private 1st Class
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Re: Jagged Alliance: Flashback now on Kickstarter[message #318015]
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Fri, 26 April 2013 22:32
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grim |
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Messages:344
Registered:July 2006 Location: France |
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Greetings Javier, thank you for coming here, it is nice to see you on this forum.
The portraits are very important in Jagged alliance games, they give life to characters. You shouldn't underestimate them.
Ingame merc 3D models could be more detailled in JAF. If so, you could try to add personnality to each character, as an extend to the portrait. The more detailled the protagonists are, the deeper the link between them and the player.
I don't know how to talk about it, or define it precicely, but humour was adding a lot to the other JA games. It was in every aspect of the game (portraits, voices, animations, cutscenes, story...). If you can catch the style, it can be a nice (mandatory?) addition.
Since JAF is newer technically, and in another era historically, you cannot fully restore the old JA style. So, what is important, in my opinion, is to give character, personnality to the game, its mood, occupants, landscapes,...
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Master Sergeant
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Re: Jagged Alliance: Flashback now on Kickstarter[message #318025]
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Fri, 26 April 2013 23:52
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Decado2 |
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Messages:42
Registered:July 2002 |
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Peal
This would be a good step into the right direction. Well we can discuss the specific style and aesthetic for ages, here some of my initial thoughts:
- Don't do the Portraits in 3D! They have to be painted!
- The Enemy and our Merc Models are very Important. There has to be blood and exploding heads. There has to be blood on the ground and don't do these ridicules soft rag doll effects. If my Merc has an injury I have to see that, blood trail, blood on his kevlar. I don't wanna see exploding heads, because I'm a gore retard. The violence in the game is an trigger for the Mercs to comment this in order to show his character. Also if I found a new Gun and I Shoot an critical wound to an enemy to see this like very cool staged, this is my cookie because I did well.
- JA2 has this overdose of love for details. Just please try to catch up on this, I don't wanna see blank walls and floors.
I agree with all these things. That being said, some of the model damage stuff is more "nice to have" than must have, particularly if funds are tight and modders can do it (and they will, if possible). It's important to have the basics: animations that reflect how hurt characters are, a couple main "critical hit" animations and blood trails.
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Corporal
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Re: Jagged Alliance: Flashback now on Kickstarter[message #318049]
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Sat, 27 April 2013 11:59
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Oilystool |
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Messages:25
Registered:April 2013 Location: Copenhagen |
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@Mauser Thank you very much, I'm frankly amazed the game looked as good as it did, at the time we had art management issues and 50% of the way through production we had to redo the art most of the game and try to get it to a shape that was presentable, what saved it was good presentation which made you focus on the game as a whole as opposed to each individual asset. On Jagged Alliance I plan on setting up artistic and organizational standards for all the artist so we don't waste time redoing work and we can focus more on making all of the art look good and consistent.
I'm happy you liked the theme of the game, it's sad it didn't achieve much commercial success, Spec Ops the Line was like a music album all of the critics love and praise but not many people actually bought
As for you observation on X Coms graphics, I would agree it is certainly a basis of inspiration, the game itself had a very simple and expressive form of stylization that makes the game really stand out.
The good part of using an art style similar to Xcom is that it would save production time for use since we wouldn't have to use resources to make art with the sort of bells and whistles moderns games have such as normals and specular. That and it would mean the game would run better on slower to high end machines increasing the possible market of our game to those who don't have the latest and greatest machines. A less resource intensive art style also means it gives us more room to make the secondary types of details that would give each merc a character of their own and let you imagine the history of each character.
As for guns, I personally think changing the look of the weapons too much or making weapons design look a little anachronistic would take away from the the believability of the time period, the 80's ,which the game is based.
Thanks for your response and hopefully as we release more work from Space Hulk you will have confidence in the art teams ability to pull this game off.
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Private 1st Class
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