Home » FULL CONTROL GAMES » JA: Flashback (Solutions. Tips. Spoilers!) » Full Control to make new Turn Based Jagged Alliance game...
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317647] Mon, 22 April 2013 16:11 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
Tomorrow they wanna launch the Kick Starter Page

[Updated on: Mon, 22 April 2013 16:11] by Moderator

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Master Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317656] Tue, 23 April 2013 02:31 Go to previous messageGo to next message
dethica is currently offline dethica

 
Messages:43
Registered:September 2009
I just noticed something strange.
this is a screenshot from JA:Crossfire (the JABIA standalone DLC):
http://cdn2.steampowered.com/v/gfx/apps/205810/ss_3cf095a9b3c4b809c886539b06dafda54799bbda.1920x1080.jpg?t=1356028527

And this is the background image from "jagged alliance flashback" webpage:
http://www.jaggedallianceflashback.com/ANNOUNCED_background.jpg

They based their concept art on JACf or just took Coreplay's concept art and slapped their logo on it.

Even though bitcomposer probably owns all the assets, I do not approve of this level of laziness.

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Corporal
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317658] Tue, 23 April 2013 03:04 Go to previous messageGo to next message
Skott Karlsson is currently offline Skott Karlsson

 
Messages:79
Registered:May 2001
Location: Oldsmar, FL. USA
Well, its been a while since I last checked in. Months I believe. Anyway its nice to hear someone is going to attempt to make a, hopefully, true turn based sequel to JA &JA2. Is hell freezing over??

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Corporal
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317660] Tue, 23 April 2013 04:45 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
dethica

They based their concept art on JACf or just took Coreplay's concept art and slapped their logo on it.

Even though bitcomposer probably owns all the assets, I do not approve of this level of laziness.


This isn't lazy at all, in fact it's pretty common in pre production to sketch artworks based on existing pictures.
I'll do it all the time, because everything else would be a waste of time.

It's about getting a presentation ready,in order to maintain production and investment. And ofc to sketch the project's style and aesthetics.

For the sake of art, they do need to make an Kickstarter Campaign, have a break!

You don't know in what context they did it. Maybe they did this even on purpose, just to show bitComposer their vision of Flashback.

No better way to communicate what you have in mind by taking an old picture of old content just to draw a new concept art, for a new vision.

[Updated on: Tue, 23 April 2013 04:55] by Moderator

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Master Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317672] Tue, 23 April 2013 11:50 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
i feel that there is not enough hype behind this to start a kickstarter campaign yet especially if an unknown developer asks for money. i really hope they did there homework and created a solid pitch...

[Updated on: Tue, 23 April 2013 11:52] by Moderator

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Master Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317673] Tue, 23 April 2013 12:51 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
Here we go, the campaign is online:

http://www.kickstarter.com/projects/2079547763/jagged-alliance-flashback?ref=live


Shadow21
i feel that there is not enough hype behind this to start a kickstarter campaign yet especially if an unknown developer asks for money. i really hope they did there homework and created a solid pitch...


Exactly what I think. I hope they have an solid marketing plan, yet to unfold.

[Updated on: Tue, 23 April 2013 12:54] by Moderator

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Master Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317674] Tue, 23 April 2013 12:58 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
good find.

lol their site hasnt been updated yet

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Master Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317675] Tue, 23 April 2013 13:18 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
hmmm what can i say? im not really blown away by their pitch. sounds okish but its lacking details in my opinion. probably gonna back it either way. most likely im going for the 75$ tier. what im really missing is destructibe environment, but i guess that shit is expensive...


just confirmed: destructible environment will be a stretch goal albeit a high one. also shadow is in Razz

[Updated on: Tue, 23 April 2013 13:36] by Moderator

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Master Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317676] Tue, 23 April 2013 13:45 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
just backed it for 75$
YOLO Razz
http://kck.st/11y3qKL

edit:
you can check trends etc @ kicktraq

edit2: i feel a new thread for the kickstarter campaign is warranted

edit 3 maybe add this to the front page:

http://www.kicktraq.com/projects/2079547763/jagged-alliance-flashback/minichart.png

maybe even this (taken from the kickstarter page) though it doesnt work in a post:

[Updated on: Tue, 23 April 2013 14:14] by Moderator

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Master Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317696] Tue, 23 April 2013 20:09 Go to previous messageGo to next message
Max_for_Hire

 
Messages:28
Registered:March 2009
Lets stay optimistic and spread the word.

If they manage to deliver a solid JA game, one that can serve as a new platform for modders, then we'll be set up for the future.

Reading their Mission-statement on the KS-Page. I feel far more at ease than I did with the latest JA we got.


[Updated on: Tue, 23 April 2013 20:18] by Moderator

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Private 1st Class
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317698] Tue, 23 April 2013 20:19 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
@Shadow - good idea, added that to Portal news.

Albeit kinda disenchanted after so many failures, I do give these guys the benefit of the doubt. The interview was a great idea, indeed, and they DID make a couple of VITAL points. In the KS video they say "RPG was the core element of JA2 and we got to expand on that". Bro, you got my vote then!

Micromanagement, TBS, RPG, above average graphics on a destructible environment... Just... just... don't fuck it up... please...

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Captain
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317699] Tue, 23 April 2013 20:36 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
well, they've got my money, but i can't pledge until mid-may.

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Master Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317703] Tue, 23 April 2013 21:44 Go to previous messageGo to next message
dethica is currently offline dethica

 
Messages:43
Registered:September 2009
I already see a bunch of things I don't like within the kickstarter page:
image: https://s3.amazonaws.com/ksr/assets/000/529/617/179f4daa8d6be75c855eb65354fae53d_large.jpg?1366463083

* unlock new weapons - I prefer the realism of finding weapons on enemies and buying them online.
* customize merc's hairstyle - Ivan would allow his commander to play dress-up with him? I think not.
* plan which missions to engage in - This sounds like Silent Storm's (extremely basic) strategy view, where you have only a handful of mission locations, instead of a fully realized map where every sector is accessible.
* base management, training facilities, research upgrades - is this XCOM? I do not think that developing new tech and building bases is something mercenaries would be able to do.

I guess we'll have to wait and see.


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Corporal
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317705] Tue, 23 April 2013 22:41 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
Hello everyone!

First of all: Thanks for the feedback here. It helped us a lot to set up a FAQ before launch actually.

@dethica:
The unlocking thing maybe was a bit unclear. Of course you'll find new weapons. Unlocking is more or less a modern term, we didn't use it right as it seems Smile

And of course you WON'T be able to give Ivan pink hairs. But you'll be able to customize him with gear. The merc's hairstyle quote is actually about the I.M.P.

About the strategy layer. Many people got that wrong and we got a lot of questions regarding that topic. We'll cover it in one of the coming updates. But be sure that we plan to have a complete map which consists out of the sectors. And on that map you can move around your squad. But even than you have to think about which sector you want to attack.

The base management. Heh. This ain't XCOM. It's not about building a base like in XCOM but rather to have a base at all. No future stuff or something like that. However we plan to have training options at the base, like a firing range for example. And the upgrades are things like building a laser pointer out of item X combined with item Y.

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Staff Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317706] Tue, 23 April 2013 22:58 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Welcome to the pit, JAFTeam! :cheers:
JAFTeam
The unlocking thing maybe was a bit unclear. Of course you'll find new weapons. Unlocking is more or less a modern term, we didn't use it right as it seems Smile

Yeah "unlock" sounds like "unlock" in your Frontline Tactics. This "you need to buy each gun/item after another" is nothing a JA2 player would like, i'd think ...

Quote:
The base management. Heh. This ain't XCOM. It's not about building a base like in XCOM but rather to have a base at all. No future stuff or something like that. However we plan to have training options at the base, like a firing range for example. And the upgrades are things like building a laser pointer out of item X combined with item Y.

So I get the impression that the Base is the place where you do doctoring, repairing, training, all the non-combat assignments; similar rather to JA1 than JA2?

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Sergeant Major
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317707] Tue, 23 April 2013 22:59 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Hello JAFTeam, Welcome to the Pit :wave:
Thank you for clearing that up.

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Captain

Re: Full Control to make new Turn Based Jagged Alliance game...[message #317708] Tue, 23 April 2013 23:06 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
Sam_Hotte

So I get the impression that the Base is the place where you do doctoring, repairing, training, all the non-combat assignments; similar rather to JA1 than JA2?

More or less, yes. However we plan to have different options here. Everyone should note that we are still in pre-production as we are currently still working on Space Hulk which will be finished by August. So for the base we thought it would be cool to decide where you have it. Not only at one fixed place, but maybe even move it from one sector to another.

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Staff Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317721] Tue, 23 April 2013 23:57 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Well then... what are your plans regarding moddability of your game? As I understood, there'll possibly be a map editor and possibly a dialogue editor, so I assume that a modder could, at some point, decide to make his own full-blown campaign.

However, for this, one would also need a way to introduce new items to the game (modding with a fixed number of items is painful).

Are you planning to add the ability for modders to alter existing/introduce new game mechanics? I understand your point if you say no (this would effectively come down to releasing the source code), but one can dream Wink.

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Captain

Re: Full Control to make new Turn Based Jagged Alliance game...[message #317724] Wed, 24 April 2013 00:42 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Well well, looks like i have found the first Kickstarter project worth my money and faith!

Having a dedicated turn based design company do it, is probably the only right way and best thing one can hope for, after the past failures.

Full Control has the big benefit on being able to see both how to NOT do a JA game *BIAcough* and what the hardcore fans expect it to be (basically 1.13 with a modern 3D engine and MASSIVE modding abilities).

So the challenge will be, to do a game as accessible and smooth as the new XCOM, but with the strategic and tactical depth as well as gunpornapalooza of 1.13, but still with the distinct humor, great characters and voice acting and expanded RPG elements of the original JA2.

It sure is a lot to live up to, but on the other hand, they really only have to copy and integrate what others have already done successfully and wrap it up in a nice, smooth package, whilst avoiding unneccesary experiments and "innovations" like the plague and generally LISTENING TO THE GODDAMN FANS (here at BP)!

oh, one more thing: i will only pledge my support and money to Kickstarter, if either modding tools are being included from the start or being made a reasonable stretch goal at least. Can you promise us that, JAFTeam?

And actually, i

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First Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317727] Wed, 24 April 2013 01:39 Go to previous messageGo to next message
sardonic_wrath is currently offline sardonic_wrath

 
Messages:48
Registered:June 2011
I am not a programmer, but I don't quite see why developers always make it sound like making a game moddable requires a lot of effort & funds.

Of course there are fancy editors which can be used by everyone and their grandmother to create simple stuff, mostly very limited to not confuse anyone...
I don't have the feeling that it paid of for any game that had them. Mostly it just results in lots of isolated simple mini "mods" with questionable quality, and interest in the game fades as quickly as it would have without editors.

Proper modding is always done by very skilled people and by people with enough decdication to familiarize themselves with more complex stuff, to venture into unknown terrain so to speak.
Level designers etc. working for a game aren't necessarily programming experts, so I think the tools they use should be good enough for modders, no matter how unpolished/complex/unappealing they may seem to unexperienced users.

Designing the game code to be modular and flexible in regard to changes and additions should be in the interest of the developer anyway, for patching, DLCs etc...
And if a game developer conciously puts in unnecessary barriers for modders, in fear that modders undermine their ability to monetize with DLCs - well that just shows they are not confident in the quality they can or rather willing to deliver.

I really hope Full Control is smart about this.
Modding has led to incredible sucess stories... ArmA/DayZ, minecraft, jagged alliance of course, and many more.
And they didn't necessarily put effort into making their games moddable - they just didn't deliberately made them unmoddable.

[Updated on: Wed, 24 April 2013 01:41] by Moderator

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Corporal
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317734] Wed, 24 April 2013 02:27 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Hi JAFTeam Smile

Looking forward to more info over the next few weeks. I'll be putting some cash down on the project, but firstly I wanted to ask about the purchasable levels. They seem a little steep, especially with only a $350,000 goal. Personally I'd love to be more involved in the process and help with Alpha etcetera, but to get to Alpha I would have to spend $250 which in 6 months time might be viable but currently is pretty impossible!

Anwyay, the concept art looks fantastic, I really hope that translates into the engine and can keep that art feel rather than the common 3D gloss that comes across in a lot of games these days!

One last thing, I really hope the FC Team have kept up on what 1.13 has been adding to JA2 over the years. There is so much depth to the game now it would be a shame not to build on it for Flashback Wink

EDIT: Backed for the princely sum of $25 for the moment Wink

[Updated on: Wed, 24 April 2013 02:30] by Moderator

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Lieutenant

Re: Full Control to make new Turn Based Jagged Alliance game...[message #317746] Wed, 24 April 2013 10:58 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
First of all let me tell you that we are working on a first update for the KS-Page. We are also, right now, discussing the pledge levels. Let me now try to answer the questions here (hope I don't forget about anything, still early in the morning here):

1) Modding: Yes. We do want to have that. Not with the 350k from the beginning (Example: It's not in the budgetplan if we reach 350k but depending on sales afterwards it is still possible). It is definitely within our stretch goals. We can't yet tell which assets will be part of such a toolkit but a map-editor is something like place number 1 on our personal list.

Flugente: We won't limit Items. Who the hell would come to such an idea?

sardonic_wrath: You know, such tools need to be optimized, too. We can't just release all the tools and assets we have. Those wouldn't be comfortable (I know, at the Pit this doesn't matter but everywhere else the situation is quite different). But also we can't just release all the source-code (at least not right from the beginning, eh?). Since we are using Unity and have some external plugins (actually quite some) we have to look into what we can use and what not. But Unity also brings along the possibility of not hiding too much from you guys. So yeah, you'll prbly be able to mod it with your own tools in the end Very Happy

2) For those interested in what we do with Unity in terms of graphics feel free to have a look at Space Hulk. Screenshots and the teaser trailer can be found here: http://www.spacehulk-game.com/media.html and the presentation to Gamespot can be watched here: http://www.gamespot.com/events/gdc-2013/video.html?sid=6406091 (please note that some things aren't in there like some proper animations Smile and at the time of that demo the game was still pre-alpha. Lot's of camera-through-the-walls-things and so on).

About our Concept-Arts for JA: Flashback let me say that this is the direction we'd love to take the franchise to. Not directly into comic-cell-shaded stuff, but with a bit more color at all. You know, especially this Back in Action was very pale in terms of graphics. We'd like to change that to achieve a better atmosphere. Stronger colors and still fucked up (in a positive way) - that's the way we want to go.

3) About 1.13: Most of us play JA2 only with 1.13 (and customized options. Everyone likes it a bit different). But you know, we just cannot bring the same complexity right from the beginning (oh well, if you throw like 3 - 5 million at us, we prbly can Very Happy). If I must speculate about the playtime however which we can or will offer for the price we have on KS I'd say it'll be more than most modern tripple super duper AAA budget shooters (which isn't too hard of course).

4) @Kaerar: Well, we might have the chance to invite some pitters too Wink Let me see what I can achieve after the campaign.

[Updated on: Wed, 24 April 2013 10:59] by Moderator

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Staff Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317747] Wed, 24 April 2013 11:18 Go to previous messageGo to next message
Shepard is currently offline Shepard

 
Messages:22
Registered:January 2013
Location: Chitzena beach
+1 for better colors in JAF.

I just loved different colors of climates in JA2. From deserts, steppes, mountains, pine forests,leaf forests, swamps, beaches to snowy enviroment in Unfinished bussiness. Made the whole experience lovely.

Walking around those white beaches, around shacks made of bamboo, surrounded with green palms really made me thing about traveling to tropical places Smile

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Private 1st Class
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317749] Wed, 24 April 2013 11:47 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
One suggestion for the improved KS page (not original, just what I saw others do):

State your stretch goals in clear bold letters. And don't be afraid to dream. I know, this requires a lot of foreplanning and you might be reticent to commit numbers to something that's only thin air atm, but if you want proper funding, this is the way to do it.

As Braben said, a decent game nowdays isn't even made with $2 million (about the amount they got). That's just to prove there's a massive interest in the game and more private funding can be negociated.

If you put down clear stretch goals, you might be surprised. Modding and support for fan made DLCs could be one. That btw, would be a move that would make headlines, if JAF would think of a way to get out of the greedy DLC trend and turn into a fair share of profits with the fans. Hell, it would put the industry on its head. Imagine a platform like Apple Store where fans can submit their own DLCs for free or a reasonable price. You stand to make a lot of money without raising a finger for many years to come.

PS: If the above works, either you hire me or you name your first baby Shanga. Your choice Smile

[Updated on: Wed, 24 April 2013 11:49] by Moderator

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Captain
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317751] Wed, 24 April 2013 12:41 Go to previous messageGo to next message
Tyxe is currently offline Tyxe

 
Messages:78
Registered:May 2012
Location: France
I just checked Space Hulk.
Graphics are nice and it looks like a fun game.
But JA 2 (not even talkng about 1.13)gameplay is much more complex than Space Hulk or newer Xcom
My biggest fear would be a similar "simplistic" gameplay than in those 2 games.
The most important thing i want to know for your game is the level of complexity of the Turn Based gameplay.
I want the same level of detail of TB combat as in vanilla JA 2.
I don't want a kind of "new Xcom" gameplay for a JA game.
A crystal clear statement about that would be appreciated.
If you can't guarantee the TB combat details of vanilla JA 2, i won't be interested and that's it.

[Updated on: Wed, 24 April 2013 12:42] by Moderator

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Corporal
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317752] Wed, 24 April 2013 12:48 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
Tyxe
I just checked Space Hulk.
Graphics are nice and it looks like a fun game.
But JA 2 (not even talkng about 1.13)gameplay is much more complex than Space Hulk or newer Xcom
My biggest fear would be a similar "simplistic" gameplay than in those 2


Fear not. We don't plan to simplify anything. And of course Space Hulk isn't as complex as JA2. That's why we want to do JA after SH. Step by step, turn by turn. Growing and making better games each time.

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Staff Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317753] Wed, 24 April 2013 13:37 Go to previous messageGo to next message
sardonic_wrath is currently offline sardonic_wrath

 
Messages:48
Registered:June 2011
fair enough... this all sounds quite promising.

I think its a good thing that you are being transparent, especially in regard to 1.13.

With 1.13, I usually spend a good 2 days in the .ini editors before actually starting a game. Its quite easy to break the game balance (or rather impossible not to), and at the current state players have to moderate themselves not to exploit balance flaws.
This is perfectly okay for a mod, but not for a proper game obviously. In the end a lot of funding comes from more casual players, who enjoyed the original games back then but probably would despair with 1.13. Full control has a responsibility to those players as well.

I really do hope you stick with a traditional AP system. The boardgame-esk system in the new XCOM was fun at first, but very quickly got very boring because it left little room for desicion making and was very unflexible.

It's understandable that a game developer feels the urge to create something new rather than just improve or copy. But the AP system - it just works perfectly, and some of the 1.13 features are easy to implement, easy to grasp and have been playtested for years by the community. Which, mind you, has lots of casual gamers too, not only realism freaks and gun nuts.

Specifically I urge you to implement the following features in some form:

1) Supression fire. Losing APs while bullets fly around your head... it's really not a difficult system to grasp for player, to visualize within the game or to explain in a tutorial.
The implications for tactics and gameplay have proven to be extremly interesting.
The concept of supression fire exists in quite a few games of newer making. The new XCOM has it of course, but also games of other genres. For example Company of heroes. Or first person shooters that will blur your vision when under heavy fire.

2) Higher range of APs. Players might have to add and substract in a range of 100 instead of 30, but they still won't need a calculator next to the keyboard. In return, it allows for much deeper and richer gameplay without adding new elements. Mercs might have different movement costs, weapons differ in reload and shooting costs, etc.
I'd vote for something like 3 settings - normal APs, half APs and double APs, with costs dynamically adjusting to it. Half APs would be something like an arcade mode - since AP costs would be rounded and become the same in cases, choices to make would reduce, equipment would get more similar etc.

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Corporal
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317754] Wed, 24 April 2013 14:06 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
See, that's why we go on KS right in the pre-production. Nothing is carved in stone yet. We want to hear the feedback. Also on the AP system. So we can filter thorugh it and see what people want.

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Staff Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317761] Wed, 24 April 2013 16:24 Go to previous messageGo to next message
teatimecoder is currently offline teatimecoder

 
Messages:7
Registered:April 2013
Location: UK
Kudos to your company for thinking of coming here. Thanks!

Modding tools aren't really important, what is important is the game architecture with external files responsible for as much logic as possible, rather than game code. This is beneficial for you since your designers don't have to go through programmers to get changes implemented and beneficial for modders who can freely change the game after release in more ways than just by adding levels created with your editor. So for example, a basic mod that changes the gun names to real names can be a trivial job as long as you don't go out of your way to stop us from doing it.

1. Can you promise that you will not encrypt the build or use any methods to hinder modding, like signing packages etc.?

2. Will real-time combat be an option?

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Private
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317762] Wed, 24 April 2013 16:32 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
1) Yes. A lot of files are editable if you know how. We must encrypt some things of course, but most stuff is open.
2) What da... no. We do turn based games. Nothing more. Nothing less. Not sure if that'd be more or less though...

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Staff Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317763] Wed, 24 April 2013 16:35 Go to previous messageGo to next message
teatimecoder is currently offline teatimecoder

 
Messages:7
Registered:April 2013
Location: UK
Thank you for the insanely prompt answer. Question number 2 was a trick question, sorry, I feel guilty now. I got very jaded after the bitComposer travesty.

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Private
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317764] Wed, 24 April 2013 16:42 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
It's certainly interesting me JAFteam , it may even persuade me to buy Space Hulk ! Smile

Thanks for using us as a platform for news , it's appreciated .

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Captain

Re: Full Control to make new Turn Based Jagged Alliance game...[message #317766] Wed, 24 April 2013 16:53 Go to previous messageGo to next message
sardonic_wrath is currently offline sardonic_wrath

 
Messages:48
Registered:June 2011
JAFTeam
We want to hear the feedback. Also on the AP system. So we can filter thorugh it and see what people want.

heh, we heard about the same thing from the Back in action developers. Only that they decided to do the opposite of what everyone wanted...

Really hope you are sincere about listing to your customers and don't just play us during the kickstarter duration. That being said - I have quite a good feeling about this Smile


One more thing I'd like to stress - one of the things that made Jagged Alliance great was the variety of ways you could approach the assault on a sector, whereas in the new XCOM, every battle was more or less the same.
You could attack with 2 squads from two sides, wait until nighttime and infiltrate, blow holes in walls, lay mines & remote charges,... and any combination of those of course.

I really hope you will be able to recreate this feeling.

Of course I realize that in an destructible environment is much harder to implement in a modern 3d game than it is in the old tile based engine. I suppose I could even live without it if need be - if you give us other tactics in return, like for example covert ops or something like this.

You probably already have, but if not - be sure to check out Silent storm series for inspiration. A great game, great engine, and it also has a cold war setting and base of operations (no real management though)
Also have a look at the spin-off "Hammer & Sickle", it has a very strong rpg focus. Almost feels like a traditional rpg at times. Cold war setting as well.

A rudimentary Multiplayer would be a nice stretch goal I think. Doesn't need to be fancy, just two teams of mercs on one of the campaign maps.
Good old Incubation did a good job at this, and the 1.13 multiplayer would probably be fun too if it worked probably. Silent storm also had a very simple multiplayer if I recall correctly, just somethings the devs made for office fun that could be enabled via console.
In a Turn based game you don't have to worry about lot of things that many multiplayer games struggle with.

I read something about the possibility of an ipad version... personally I couldn't care less, but if it limits the PC version even in the slightest way, I am very strongly against it... I'd prefer a strech goal NOT to make an Ipad version in that case Wink

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Corporal
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317767] Wed, 24 April 2013 16:57 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
We are happy for every support. If you help us, spreading the word and the more money we can get, the more money we can put in to the game. The bigger and better it gets (right from the beginning ;)-).

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Staff Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317770] Wed, 24 April 2013 17:21 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Shouldn't Flashback have its own forum section already? Smile

Also, whatever the shooting mechanics turn out to be in the end, just don't let the game devolve into a headshot sniper fest. We all know how much fun that is.

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Master Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317774] Wed, 24 April 2013 17:39 Go to previous messageGo to next message
Max_for_Hire

 
Messages:28
Registered:March 2009
I think you guys are doin' it right:
Staying reasonable and transparent in your dealings with the Pitters, Backers and JA fans in general.

JA-BiA left some people ( quite a lot IMO ) hanging and our hops for a new-gen JA-Platform got hung too.
Much rests on you people.

The KS campaign is still early and many things have yet to be addressed.


I will yell at you to "shut up and take my money" soon enough.


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Private 1st Class
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317775] Wed, 24 April 2013 17:44 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
Hah, guess about the Story too eh? We will have an update on that one as well as many people seem to believe that you will work for Mother America only. If they knew. We have a really cool story-twist for the end, that's all I can say. We will definitely go into more detail about the overall-story, but we won't spoil the end of course. Wish I could. But believe me when I say that we maybe made up one of the most coolest things in JA history ever Wink

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Staff Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317776] Wed, 24 April 2013 17:47 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
Small suggestion about the destructable environment (rocks and trees). I'd prefer if they were destroyable, but only with massive amount of damage. So something like a damage reduction mechanic for different materials could work. Say a tree has 100 hp, and a damage reduction of 50. Any damage source less than 50 is ignored, any damage more than 50 deals damage-50 to it. If you somehow manage to deal 100 points to it (through the use of 2 pounds of C4 for example), the tree can get destroyed.
This mechanic could also be used to see if a bullet can damage a person behind a wall, but you probable have a different method in mind.


P.S. I'll also extend an invitation to the irc channel, though it's usually active only in the (European) evenings.

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First Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317777] Wed, 24 April 2013 17:49 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
We'll soon do an reddit-ask-us-everything.
And IRC.... it's been a while. But yeah, if we can find the time we'll step by. At least some Wink

For destruction: You know the thing is, 3D-destruction isn't quite easy to achieve. More destruction is on our list as well but has to be put on to the Stretch goals i think.

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Staff Sergeant
Re: Full Control to make new Turn Based Jagged Alliance game...[message #317778] Wed, 24 April 2013 18:01 Go to previous messageGo to previous message
Max_for_Hire

 
Messages:28
Registered:March 2009
Please some MOD give JA:F a sub-forum.

In the military things are always kept tidy...unless it's the battlefield. Wink

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Private 1st Class
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