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Re: FEEDBACK - Community Rollout Plan for JA:F[message #338439] Fri, 19 December 2014 04:12 Go to previous messageGo to next message
Sooner is currently offline Sooner

 
Messages:35
Registered:January 2004
Location: Broken Arrow, OK
Shanga/Grim, what are the chances of you guys putting together some short 3-4 minute videos related to use of the map editor. I am nearly certain both of you uncovered a lot of tricks to make things easier as you worked and reworked your maps during the beta phase. Having some easy to digest tutorials that are targeted at a specific task might help everyone and also might encourage more folks to take a stab at content creation. Just a thought/request Smile

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Private 1st Class
Re: FEEDBACK - Community Rollout Plan for JA:F[message #338440] Fri, 19 December 2014 04:44 Go to previous messageGo to next message
fathamburger is currently offline fathamburger

 
Messages:27
Registered:October 2006
Location: USA
Shanga

You're negotiating already a payment with FC or is this about something else?! I mean, I understand, you want to involve a whole studio into this, but if I would go on that route (I am not), I wouldn't label it "Community Edition". It will be strictly your vision (done with community feedback, true). I think we're better off leaving the "Community Edition" tag to a true open solution. I mean at not even I am sure I'd like to keep the tag beyond concept phase, unless the core of the modders here get onboard. If I get 5-10 established modders to participate, ok, its legit. If not, I'll just release that under my own name.


Sorry oops. No I meant mostly my own personal involvement, and revenue via another business that would make everything I mentioned possible i.e. setting up in LA, and if needed sourcing voice talent from out there (since we'd be there anyway) to contribute as well as having the "dead time" from immigration related uncertainty to contribute. I wouldn't be throwing a studio at it but essentially getting some of my guys who have some background with JA (myself and 2 others basically) to also help out if they want to or if we even have time for it. There have been quite a few delays leading up to this point and we just hit another "Confirmed" reschedule so I want to be sure.

Shanga

I am doing this as independent from FC as I can, for personal reasons. This is why I will not invest anything but time into it, so I won't ask any payment either. It will be also heavily dependant on what FC offers modding wise, since I have no plans to change anything myself coding wise (except Lua quest coding or whatever is made available by FC). The naming is just a convention, but a convention important to the people around here. I don't want anymore flack than I got on Steam forums for being a profit-grabber and all that shizz.

Btw: if both concepts come to life I think it would be an awesome result, better than anyone could've dreamed of. Heck, if you manage to secure a publishing deal, I'd buy yours as a DLC with eyes closed - provided it is a professional quality studio remake. If it's free for the general public, then I think FC is very lucky indeed. And we were right all along about the game being moddable as being its greatest quality.


I doubt I'd go through with a second project since I need to prioritise our own games. It was a treatment and like most treatments in Hollywood they are just an option and go nowhere.

The way visas and immigration work, there's barely enough time to launch one game or business let alone multiple. When I say "Dead time", assuming the deal closed I was referring to the time between now and roughly say mid next year before things really got serious while business and immigration issues are still being sorted out i.e. lots of waiting.

At the moment until things are signed and paid on my side, I can't really prioritise that. Hopefully the remainder of the month goes well. If they do I can contribute to ONE JA project in terms of code, scripting, video editing and/or vfx in addition to writing but my other agenda is also doing it as a way to learn Unity too lol. Gaming wise we're doing social gaming first. Unity isnt a priority but its something I'm looking at out in the around late year 2, year 3 if we can afford it and we'd get a studio license early just for us to play around with earlier on before we formally adopt it for anything. When I made the offer I was just thinking, timing wise it could work out here in terms of sharing resources and if short handed on actual building, myself and maybe some others could help out and kind of use it as a form of training wheels to iron out our own process and organization

[Updated on: Fri, 19 December 2014 04:55] by Moderator

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Re: FEEDBACK - Community Rollout Plan for JA:F[message #338443] Fri, 19 December 2014 10:32 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Well fathamburger, i guess the two main areas where qualified manpower will be needed most to produce quality mods are coding and scripting basic features and producing advanced content like quality voicework.
Writing stuff too of course, but everybody can basically do that with some talent and effort.

Everything that Full Control cannot provide basically.

The first priority in any case will be, to provide the basic (advanced) features on which all future mods will be built, as envisioned in the SMP project. We got a powerful engine with editors galore, we got a basic, functional tactical gameplay and very basic strategic overlay, but everything else that makes a true JA game must be created and added still. And we are not even talking about 1.13 style advanced features here yet!

Regular rank and file modders will be able to do a lot of regular stuff contentwise, especially grapics modding/modelling, mapping and balancing, so producing assets to work with is merely a matter of time and motivation.

But the highly qualified people. like yourself, should focus on the essential features, that no amount of amateur community effort can provide if possible. Of course it will all take its time, but we are used to that here already. So we probably shouldn't expect too much to be completed for major mods within the coming year, unless FC really manages to provide some major monetary incentives to attract lots of semi-professionals to our cause.

But until then, FC devs will have time to improve the game on their side and modders will be able to produce smaller content and get familiar with the engine and editors, so no sweat.

We all want to play a shiny new JA game worthy of its grand predecessors, but patience has always been a virtue in this fine old community. So best do what you have to and save your manpower for when you really can make a difference.

First we all need a solid foundation on which to stand on before we can reach for the stars, right? ;P

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First Sergeant
Re: FEEDBACK - Community Rollout Plan for JA:F[message #338447] Fri, 19 December 2014 14:29 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
Sooner
Shanga/Grim, what are the chances of you guys putting together some short 3-4 minute videos related to use of the map editor. I am nearly certain both of you uncovered a lot of tricks to make things easier as you worked and reworked your maps during the beta phase. Having some easy to digest tutorials that are targeted at a specific task might help everyone and also might encourage more folks to take a stab at content creation. Just a thought/request Smile


I think we're better of if I dedicate a Twitch stream to this. You can join me via Skype if you wish and ask specific questions. And we can post later that stream recording as a tutorial.

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Captain
Re: FEEDBACK - Community Rollout Plan for JA:F[message #338554] Thu, 25 December 2014 13:20 Go to previous messageGo to next message
fathamburger is currently offline fathamburger

 
Messages:27
Registered:October 2006
Location: USA
Thanks for the kind words Mauser.

I'll pop back in here again next month if we can confirm in the days ahead. I definitely was thinking this would be more of a content project we could do for fun instead of ripping the engine into pieces or writing significant new portions of it.

For one explosives, blowing walls and doors (didnt get far enough to know if this is possible already) and even just having roof level or multilevel combat I think would be very worth the effort if we could eventually do that too.

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Private 1st Class
Re: FEEDBACK - Community Rollout Plan for JA:F[message #338788 is a reply to message #338554] Wed, 07 January 2015 05:59 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
fathamburger wrote on Thu, 25 December 2014 12:20
Thanks for the kind words Mauser.


No problem fathamburger, after all they are pretty much the only thing i can contribute right now. Kind words, constructive critique, inspiration and encouragement are my main contribution to this community since i came here many years ago. Really wish i could give more.

Quote:
For one explosives, blowing walls and doors (didnt get far enough to know if this is possible already) and even just having roof level or multilevel combat I think would be very worth the effort if we could eventually do that too.


Yes, i think those are essential tactical features that are an absolute priority. That and actually locked and lockable doors and containers, destructible generators (lights, alarms etc.) and maybe a proper suppression system would really be nice things to have. Also maybe jumping and climbing walls and windows. All things that shouldn't be that hard to do actually, since they require only little actual coding and moderately complex assets like animations and models. A relatively small group of coders and moddersd should be able to accomplish this in a reasonable timeframe.

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First Sergeant
Re: FEEDBACK - Community Rollout Plan for JA:F[message #338798 is a reply to message #338788] Wed, 07 January 2015 16:18 Go to previous message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
Blowing walls is possible. We need to study what are the hardcoded limitations that prevent other assets from being blown up and remove them. As far as I know each asset has a "destroyed" state, which is loaded by Unity when it gets blown up. Also removing the limitation that prevents free out of combat fire and asset bullet damage would be cool. I am pestering the devs to remove these (at least at JSON level) limits themselves, but in case I fail, this would make for a nice project.

[Updated on: Wed, 07 January 2015 16:19]

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Captain
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