Home » FULL CONTROL GAMES » #JAFDEV » Community Wishlist for JA:F
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Re: Community Wishlist for JA:F[message #319563]
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Mon, 13 May 2013 23:23
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MasterN |
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Messages:51
Registered:February 2011 Location: Berlin - Ger |
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As some wish for anal detail, and as Flashback seems to be in the past (I don't really know when JA2 is set to play):
How about Lynx and Buzz still being married like Raven and Raider are in JA2 and have them fall out with each other during the course of the campaign (if they survive)?
On another topic:
As I am still fairly concerned about the entire outcome(in whatever Form it may take place) I'd like to put together a little List of stuff I'd like to see supported by the game (NOT necessarily used as content for the release). I'm pretty sure that some of these points have been mentioned before but I'm a little tight on time, so forgive me if I haven't read all posts here.
- support for huge maps. Certainly not needed for the release (and perhaps even a bad idea since the design consumes a lot of time), but hopefully available for additions, as the scaled down view and weapon range is quite annoying at times.
- "Mac Gyver"-style item combinations resulting in useful equipment. Probably not too difficult to put into the game, but very nice eye-catcher.
- Possibility to remove the tactical grid entirely. While turn based combat, in one form or another, always relies on something like APs, a grid is theoretically fully unnecessaey. Distance in all directions can be easily calculated, and when an aming-system similar to that of 1.13 is used, a cover system might even be easier to implement without the constrains of a grid (just an assumption^^).
- Very Important is the AI. Some people wish for the removal of an institution like "Bobby Ray's" and a random drop like vanilla JA2 for balancing reasons. A good AI can manage to be a challenge better and longer with low-tech equipment, thus lessening the income and/or the supply of weapons, armour, ammunition and so on... I know that the implementation of AI becomes exceedingly more difficult the better it gets, but every hour spent here is spent wisely. Even more than any other sort of item or map-based content. (I don't know if I'm just pointing out the obvious to experienced game devs, but to me this is of such importance, that I can't avoid mentioning it as often as possible).
- More general this time... Options are very important as well. Some people prefer to live of the land exclusively. I for example don't. I also don't have a problem playing over powered characters, massacreing through the enemy forces. So please just put little checkboxes in there somewhere, where you can turn stuff on and off at your own choice. There are probably enough people who prefer the game to be customizable to their own preferences, even if this or that may not have been on the devs or anybody elses mind.
I can't think of more right now... I'll add anything else later...
[Updated on: Mon, 13 May 2013 23:36] by Moderator Report message to a moderator
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Corporal
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Re: Community Wishlist for JA:F[message #319631]
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Tue, 14 May 2013 14:53
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gdalf |
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Messages:89
Registered:May 2013 |
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lockie have you been hacking FC's computers again...
Edit: I want a Bermuda triangle sector that explains what happened to Flight 19!
[Updated on: Tue, 14 May 2013 14:54] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Community Wishlist for JA:F[message #319964]
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Fri, 17 May 2013 20:04
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Lifeline83 |
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Messages:11
Registered:October 2008 |
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I agree that the XCOM system is too simplistic. That was just for make an example, but it reeaally needs improvements for become more realistic.
[Updated on: Fri, 17 May 2013 20:04] by Moderator Report message to a moderator
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Private
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Re: Community Wishlist for JA:F[message #319966]
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Fri, 17 May 2013 20:51
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Shanga |
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Messages:3479
Registered:January 2000 Location: Danubia |
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The full game will have bump mapping and better details. You can't compare something WE pressured them to do in a week or two to a full game, that is done in a year or so.
Don't know why people tend to treat the diorama as if it was an alpha they have been working on for the past year or so. The fact is that if Jesper and Javier, without any other help from the rest of the team, managed to get this done in two weeks time and less... my hopes for the full game are much higher now.
Yea, me too would've like to see better textures and so on and so forth. But would've we gotten the diorama before KS was over? No. Would've we cried they have nothing to show? We would've.
Diorama is just a proof of ability. And a hint of style. I like both. And whoever says "oh no, it's Frontline Tactics" is either an idiot or wants to troll this game because his mum wouldn't let him pay the $25 to get it. I dig the people who say "I don't like 80's comics style". I understand that, not everyone was born before the '80s or ever held a comics book in his hand (Cartoon Network print-outs doesn't count). But to deny that JA:F has a style and just "looks like FT", like some trolls comment over the Interwebz... it's lame.
But honestly, I don't care so much. As I've already said on KS, the eye-candy stuff debate is idiotic from the start in a TBS game. All FC needs to do is not fuck it up too bad, give it personality and do proper gameplay. It's not like the previous developers set a very high standard for them.
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Re: Community Wishlist for JA:F[message #319967]
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Fri, 17 May 2013 21:01
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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I saw the diorama as an attempt to "set the mood", and I really liked what I saw. I personally don't mind the cartoony direction, as long as it is consistent throughout the game. If people complain that it will break immersion, they haven't given it enough thought. This is a game, and it'll take a couple of minutes playing and you'll be there in your mind.
Another thing that came to mind when reading some of the comments was the lack of detail. Seriously, what's that about? And even if they didn't go for the highest quality textures once they start on the game, but instead wanted to make huge maps without breaking any graphics cards, I'd be happy as well. Jagged Alliance has always been about fun, tactical gameplay, and as long as that's their goal I'll gladly pay my lousy 250$.
Great job Jesper and Javier, looking forward to seeing more of your art
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Sergeant
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Re: Community Wishlist for JA:F[message #319980]
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Fri, 17 May 2013 22:36
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grim |
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Messages:344
Registered:July 2006 Location: France |
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This is maybe not the style i would have given to a JA game, but this is A style, a strong one, not a random generic thing, and that's all i want. If you manage to show us some NPC or merc art until the end (a portrait, a detailed model, some voice acting or anything), and it has strong personnality, character, then you'll have a very good point!
Keep up the good work!
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Master Sergeant
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Re: Community Wishlist for JA:F[message #320009]
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Sat, 18 May 2013 02:30
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JP'TR |
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Messages:104
Registered:April 2009 Location: Germany |
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JAFTeamWell well. It will get funded. Anyways. Somehow. If needed, someone of us will take a credit on some house and put the money in. We won't let it fail. Not now. Not after all this hard work. Not after all the support you guys have shown. Not after all these sleepless nights.
I like your attitude! But i realy hope you don't need to throw your own money in the pot.
350.000$ is such a small amount, i tried to figure out how you come arround with this income. Your Teams Salary for maybe 1 1/2 years, and all other costs you will have, its hard to believe you can hold a development team above water with this, even if its a small Team as yours.
(Is it just me seeing parallels to the JA2 money system, where you allways have to fight for the mines to keep your wonderful team together? ^^)
Maybe if we all (we and you) are lucky, and you are able to create a BASIC with your first JA Game here, a Basic for following titles, and a new Basic for the modding community, then maybe you will have all the mines in your hand in future, what you could give the possibility to expand and bring JA back, in the real big way, some day.
But at this point, i hope you are aware about the difficulties for this project.
I just watched your nice Diorama, it shows you have the possibilities, and all what you say/write proves me that you want to do everything for a good JA-Comeback.
But i am still a bit scared, the new 3D with this uneven ground, the different Map-Scales (Town/Wood), could hardly change the most important things in gameplay, specialy if i look at the:
-grid system
(is it still the classic#-form? How will it be handled on all this uneven ground? Will we see at the first attemp, where we are in cover and how good is the cover, where is light, how strong and where not? This is sooo important)
-the destruction sytsem
(In JA you allways knew, a boiler will explode, the straight wall/fench, will get destroyed, AND we exactly knew the radius of explosions. Difficult on a not uniformly ground.)
-roof climbing
(in JA: low/flat roof = you can climb! High/pitched roof = no climbing!
With new 3D, more complex grafic, is see big problems on the transparancy in such points.
In JA a important basic was:
If you play this game, you never get stressed. You can play it for hours and through nights, and its allways nice and reassuring, and you exatly now what you are doing, there was a complete transparancy, what you let exactly plan all your steps.
Not that i am against anything of the new possibilities in 3D, and the more complex scenarios and all this, we need this, but i hope you know about the maybe upcoming problems with the new layout and the importance of these little details, and if you have difficult choices to do, my tipp would be to choose the classic way, even if you have to cut out something of the cool new stuff. (In my opinion: even if it means to make flat grounds again!)
I am sure the other Developers of "JA3s" had to mess with such porblems too, and for me these are mainreasons why they fail and why the gameplay never again reached JA1-2.
[Updated on: Sat, 18 May 2013 02:51] by Moderator Report message to a moderator
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Sergeant
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Re: Community Wishlist for JA:F[message #320018]
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Sat, 18 May 2013 13:45
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Claudius |
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Messages:15
Registered:January 2004 Location: France |
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Hello, I am long fan of the JA series, registered long time ago and appreciated the different mods. I posted long ago, but have still browsed the forum from time to time. And finally bumped on the KS announcement.
Of course I'm going to pledge.
I am a well appreciated Neverwinter Nights 2 mod builder (despite my rough English) under the name 'Claudius33'. I have released three faily long campaigns (40, 60 and 30 hours), one in French only (journal and walkthrough in English) and two bilingual French/English.
As the JAF Team wrote it in a post, I am a rather skilled programmer, level mapper and storyteller but know zylch about textures, let alone 3D modeling.
My dream would be a toolset as powerful as the Obsidian NWN2 toolset but on top the the JA world.
But first thing first let's help the KS and enjoy the game end 2014!
I don't know what is my real influence on the NWN2 community, and I don't think it is that much larger as the JA community.
Anyway I posted the text below on the Bioware NWN2 forum. Hopefully it will be posted on the NWN2's Vault front page today :
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If you are like me a long time fan of the Jagged Alliance series, the highly praised tactical turn based tactical RPG, here is finally an opportunity to get the long awaited sequel it deserves, Jagged Alliance : Flashback. The developper Full Control is fully commited to the project, and fully respectful of all the elements that have made Jagged Alliance a game so fun to play. Full Control has launched a Kickstarter that now ends within 5 days.
The Bear's pit forum is for Jagged Alliance what is the Vault is for Neverwinter Nights. It fully supports the project. And believe me, the JA community is very demanding.
You are a RPG fan, aren't you? Read what these famous folks have written :
"This is my type of game. I think these guys really get it and I'm looking forward to this game." - Ian Currie, designer of the original Jagged Alliance games.
"I can't directly speak to Full Control's ability to make a great Jagged Alliance game. But I can say that they are very skilled with Unity, understand game/software development, and can move mountains with limited resources. I don't question their intentions or integrity. I backed Jagged Alliance: Flashback day 1. - Kevin Saunders, Project Director at inXile (Torment: Tides of Numenera)
"If you're a fan of turn-based tactical RPGs, be sure to check out the Kickstarter project from Full Control, Jagged Alliance: Flashback. If you've played the classic Jagged Alliance games, you know they are challenging and incredibly fun. In particular, Jagged Alliance 2 features great freedom to explore the world, a huge array of gear, awesome tactical fights, and a large cast of colorful mercenaries with cool personality mechanics.Full Control have shown a lot of love for what made the Jagged Alliance games so memorable, including elements found in fan tweaks (like JA2's 1.13 community patch). They've got about a week to go in their campaign, so head on over and check it out!" - Josh Sawyer, Project Director Osbidian (Project Eternity)
Whether or you are a fan of Jagged Alliance, or haven't played such a game yet, you *must* check the Kickstarter. This project MUST get funded. Let's make it happen!
Jagged Alliance : Flashback Kickstarter : http://www.kickstarter.com/projects/2079547763/jagged-alliance-flashback
[Updated on: Sat, 18 May 2013 13:58] by Moderator Report message to a moderator
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Private
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Re: Community Wishlist for JA:F[message #320019]
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Sat, 18 May 2013 14:08
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JAFTeam |
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Messages:157
Registered:April 2013 |
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scope100
350.000$ is such a small amount, i tried to figure out how you come arround with this income. Your Teams Salary for maybe 1 1/2 years, and all other costs you will have, its hard to believe you can hold a development team above water with this, even if its a small Team as yours.
(Is it just me seeing parallels to the JA2 money system, where you allways have to fight for the mines to keep your wonderful team together? ^^)
Hehe, well. Space Hulk release will come. We hope to get some decent success out of it. Plus we generate money with previous games of course. It gets less and less each month, but it still is quite an amount. Plus we have quite some friends in the industry which helps reducing costs in terms of production value. May it be assets, voice overs or translations. In terms of budget, we definitely did our homework
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Staff Sergeant
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