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The future[message #320958] Mon, 27 May 2013 00:50 Go to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Now that the founding has been gathered I think its a good time to talk a bit about future development.

Mainly I would like Full Control to heavily feature the modding capabilities of JAF. Today developers do not care at all about modding, or making their games moddable. In fact many of them outright combats modding by encrypting their files, issuing DMCA's etc. I can only think this is to cut out competition for their own lame DLC's.

This means that there is a pretty big hole in the market. Off the top of my head I can only name Bethesda, Bohemia and Egosoft as developers that encourage modding.

So FC needs to know how to answer a potential player if he asks: "Why should I buy JAF? There is already XCOM EU/BiA/JAO etc.?". Of course you can say about story, graphics, available weapons etc. However the unique feature of JAF, the thing that makes it stand out from most of the games (of any kind even) today, is close cooperation with modders that kept JA2 alive for all these years. Advertise that JAF will be modding friendly, give modders tools, give modders a solid base and they will do things that may seem like miracles later.


TL;DR: Modding <-captialise on that

[Updated on: Mon, 27 May 2013 16:37] by Moderator

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Master Sergeant
Re: The future[message #320970] Mon, 27 May 2013 09:28 Go to previous messageGo to next message
EXile 150 Abyss is currently offline EXile 150 Abyss

 
Messages:137
Registered:September 2009
Jagged Alliance [color:#FF0000]Flashback[/color]

Good for another 14 years!!!


ROFL

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Sergeant
Re: The future[message #324360] Mon, 26 August 2013 23:18 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Quote:
So FC needs to know how to answer a potential player if he asks: "Why should I buy JAF?


Try the BIA DLC . Shades of Red was nicely balanced and just long enough to keep interesting . At under

[Updated on: Thu, 29 August 2013 20:37] by Moderator

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Captain

Re: The future[message #324450] Thu, 29 August 2013 20:46 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
http://forums.steampowered.com/forums/showthread.php?t=2564190

lots of ideas from BIA threads forum , JAF Team , read and obey ! :diabolical:

[Updated on: Thu, 29 August 2013 21:03] by Moderator

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Captain

Re: The future[message #324462] Fri, 30 August 2013 00:47 Go to previous messageGo to next message
EXile 150 Abyss is currently offline EXile 150 Abyss

 
Messages:137
Registered:September 2009
Quote:

1 - A "Fire Until Selected Enemy Is Dead" option.
2 - More locations to place plastic explosives.
3 - VEHICLES. Come on, this isn't a great programming challenge. When THEMAGICBUS==1, then troop speed is doubled.
4 - A Filter View for the different items: weapons, ammo, armor and equipment.
5 - Cutscenes. This game has so much less of a story feel to it, since we have no cutscenes. Frankly, it was fun to see Elliot get bitch-slapped every time he had to tell Queen DeeDee about the latest disaster. It gave you a sense of progress.
6 - An option to turn off the annoying "compliance" texts. I really don't need to hear "Show Dem De Legs!" 10000x a map.
7 - More gruesome deaths. In Fallout 3, seeing your foe's head blown off just never got old.
8 - Go back to the 2d portaits of JC2. The new ones may be 3d but they're also fugly.
9 - More quests. This game has pathetically few compared to the last games.
10 - Speck D. Kline's Discount Mercs... maybe he just hasn't appeared in my game, but I doubt it.


1. Not applicable with Turn Based.
2. Bad "In Action" mistake.
3. Undecided about it.
4. That's a good one. I believe they added it in the new 1.13 build.
5. Bad "In Action" mistake.
6. Never really bothered me in JA2
7. Definitely, the critical hits liven up the gunplay. Very Happy
8. Bad "In Action" mistake.
9. JA2 could have used a bit more quests indeed.
10. Bad "In Action" mistake.

A lot of things can be avoided by looking at "in Action" and not making the same mistakes.

[Updated on: Fri, 30 August 2013 00:48] by Moderator

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Sergeant
Re: The future[message #326123] Wed, 02 October 2013 19:38 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Two questions for FC .
How much like BIA is JAF going to be ?
How much unlike JA2 is it going to be ?

Two very different games , so give us a pointer as to the latest thoughts ... Razz

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Captain

Re: The future[message #326194] Thu, 03 October 2013 13:14 Go to previous messageGo to next message
EXile 150 Abyss is currently offline EXile 150 Abyss

 
Messages:137
Registered:September 2009
lockie
Two questions for FC .
How much like BIA is JAF going to be ?


As little as possible. Leave that wreck alone.

lockie
How much unlike JA2 is it going to be ?


Hopefully the only change will be the transition to 3D...

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Sergeant
Re: The future[message #326197] Thu, 03 October 2013 18:21 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Quote:
As little as possible. Leave that wreck alone.


FC control all assets of JA . They WILL use parts of BIA .



Quote:
Hopefully the only change will be the transition to 3D...


Nah , it won't be as easy as that ... whole different engine . A 3d game imho , will be much more like BIA than JA2 . Be nice to know how they will approach the managing of our expectations .

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Captain

Re: The future[message #326202] Thu, 03 October 2013 19:13 Go to previous messageGo to next message
EXile 150 Abyss is currently offline EXile 150 Abyss

 
Messages:137
Registered:September 2009
lockie
FC control all assets of JA . They WILL use parts of BIA .


No they wont. They have Access to the assets but with a different engine comes a different code library. I highly doubt they will use much from "In Action" as it was sub-par on nearly every point to JA2 from the start.



lockie
Nah , it won't be as easy as that ... whole different engine . A 3d game imho , will be much more like BIA than JA2 . Be nice to know how they will approach the managing of our expectations .


Well the only thing it will have in common with In Action will be That it's in 3D hopefully. The rest of it will come from vanilla and 1.13. BC didn't make anything original, it has all been done before.
Though I am curious on how they will implement the movement system. Wether or not they will us a grid system... An if it's going to be square based or hexagon.

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Sergeant
Re: The future[message #326203] Thu, 03 October 2013 19:19 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3651
Registered:July 2009
I don't see the point in suddenly switching to hex since it doesn't confer any obvious advantages. Personally, I hope for a simple distance based system on a free surface. If you use grids, more often than not you automatically snap cover etc to them which leads to the weird angular maps XCOM had or you don't align the stuff and get overly large and weird gaps where you can't put people.

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Captain

Re: The future[message #326292] Sun, 06 October 2013 13:14 Go to previous message
EXile 150 Abyss is currently offline EXile 150 Abyss

 
Messages:137
Registered:September 2009
Well the advantage of a hexagon grid is that it fits easier in odd shaped levels.

But the Distance system... When I first thought about it I was a bit weary... But now that I've had a chance to think about it; It could work. especially with a 100AP system. But there is the problem of corners and LoS.
But as long as you put your soldiers in a cover position wile moving along the wall I assume that they will remain hidden when reaching a corner. If you do it walking normally I guess there is a chance that you stepped just a little bit too far and the enemy will see you.

The cover should be like a toggle system or holding a button when you move towards a wall. (this should enable running and diving for cover in one smooth motion and actively display the AP needed.

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Sergeant
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