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RE: Features that we have already seen and should continue.

 
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All Forums >> [New Releases from Matrix Games] >> Close Combat – The Bloody First >> RE: Features that we have already seen and should continue. Page: <<   < prev  1 [2]
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RE: Features that we have already seen and should conti... - 12/23/2014 8:27:33 AM   
Nomada_Firefox

 

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I feel how you start to ask too much when we come from nothing. Small steps are better.

quote:

Soviet tanks or japanese can be added steve???

Even if I would like it, it has not sense and I´m sure how they do not go to lose their time making additional but not neccesary stuff. The unique point can be if at a not too far future after the release, they make a converter/exporter for the models from one program as 3dmax, softimage, Blender, what they like.

(in reply to Hexagon)
Post #: 31
RE: Features that we have already seen and should conti... - 12/24/2014 9:23:27 PM   
SteveMcClaire

 

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quote:

ORIGINAL: DAK_Legion

Soviet tanks or japanese can be added steve???

Can be a good point for the game that we can create a new scenarios of battle type east-pacific front


The Unity engine does not have a good way to import new 3D models into a compiled program at run time. There are some possible solutions to this, but none of them are ideal. It is possible that the first version of the game will not have this ability, depending on the time available to work on it after the game is done. That said, you will be able to mod data, textures, and sounds.

Steve


< Message edited by Steve McClaire -- 12/24/2014 10:24:12 PM >

(in reply to DAK_Legion)
Post #: 32
RE: Features that we have already seen and should conti... - 12/24/2014 9:28:44 PM   
SteveMcClaire

 

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quote:

ORIGINAL: Hexagon

Ummm something i need ask, how works engine in heavy urban areas??? i refer to cities, industrial zones...

50-60 guns and vehicles... interesting but a lot if variants are not included, maybe you are going to add some "bonus" vehicles like Maus or similar???

Thanks

PD: maybe apart screenshots a video is better to see what do AI in 3D.


The Bloody First doesn't include any heavy street fighting. You can build an 'urban' map but the size of the buildings available are more like houses, barns, etc. The largest buildings are the churches / mosque. So there are no giant warehouses or apartment blocks in this version.

The vehicles currently in the game are limited to the historical forces in Tunisia / Sicily / Normandy. So no Maus. Throwing in a 'what if' vehicle is a fun idea. It's a matter of having the time for the modeling.

Screenshots & videos will come when we've got the UI squared away.

Steve

Steve

(in reply to Hexagon)
Post #: 33
RE: Features that we have already seen and should conti... - 12/24/2014 11:03:02 PM   
Nomada_Firefox

 

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quote:

It is possible that the first version of the game will not have this ability

What must we understand by the first version of the game? will be the second version after the first patch? or are you thinking at a Bloody First II?

About how difficult is import models to unity, I disagree with you because I´m working with two fan games made with unity3d and it is nothing impossible or very difficult.

I continue thinking how if we can not add new 3D models, the possibilities editing it will be a lot smaller. Specially making new scenary. However, if you release a export tool after the first patch, perhaps six months after the game release, it would not be bad, even it would be very normal for a game.

I hope that you finish the UI soon. I want see more screenshots, specially from two features, first the 3D camera at ground level and second a airplane attack, I´m very curious about it.

(in reply to SteveMcClaire)
Post #: 34
RE: Features that we have already seen and should conti... - 12/25/2014 7:28:15 PM   
Hexagon


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Thanks for the info.

When i refer to "bonus tanks" i think in bonus scens like in other games with some WTF units

If we are going to see the vehicles in the 3 main combat areas i think in vehicles like Ferdinand TD, Tiger II, JT in germans, USA... a lot less vehicles if you dont send them some few Pershings for example... the problem is with only USA troops you cant see some of UK desert tanks or Churchills... for example.

Urban... well, i refer if you can see something more than houses of 1-2 levels, something more urban than open with some isolated houses like in Gela area, Troina etc etc.

< Message edited by Hexagon -- 12/25/2014 8:29:23 PM >

(in reply to Nomada_Firefox)
Post #: 35
RE: Features that we have already seen and should conti... - 12/26/2014 9:50:00 PM   
Nomada_Firefox

 

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quote:

It is possible that the first version of the game will not have this ability, depending on the time available to work on it after the game is done.

Steve, can you explain this? the second version would be a patch by example? or are you speaking from other complete game as BFII? we have a complete discussion at other forum about it (spanish forum).

(in reply to Hexagon)
Post #: 36
RE: Features that we have already seen and should conti... - 12/29/2014 5:18:55 PM   
SteveMcClaire

 

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quote:

ORIGINAL: Nomada_Firefox
I want see more screenshots, specially from two features, first the 3D camera at ground level and second a airplane attack, I´m very curious about it.


The camera angle will be very similar to existing CC series -- top down. Exact angle and positioning is something we're still working with, but there is no first person view.

Steve

(in reply to Nomada_Firefox)
Post #: 37
RE: Features that we have already seen and should conti... - 12/29/2014 5:24:44 PM   
SteveMcClaire

 

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quote:

ORIGINAL: Nomada_Firefox
About how difficult is import models to unity, I disagree with you because I´m working with two fan games made with unity3d and it is nothing impossible or very difficult.


It is simple to import new 3D models into a Unity project that has not been compiled into an EXE.

If you have an easy way to import new 3D models into a compiled Unity EXE, please let me know via PM. Thanks.

Steve

(in reply to Nomada_Firefox)
Post #: 38
RE: Features that we have already seen and should conti... - 12/29/2014 7:58:37 PM   
Nomada_Firefox

 

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quote:

If you have an easy way to import new 3D models into a compiled Unity EXE, please let me know via PM. Thanks.

If I would have one easy way and I do not say that I have not one, probably I would sell you it.;)

But the solution is very simple and there are two solutions for this. The game can read models which they were not compiled and the second is release the compiler.

But you have not answered this.
quote:

Steve, can you explain this? the second version would be a patch by example? or are you speaking from other complete game as BFII?


< Message edited by Nomada_Firefox -- 12/29/2014 9:00:56 PM >

(in reply to SteveMcClaire)
Post #: 39
RE: Features that we have already seen and should conti... - 1/1/2015 5:26:36 AM   
Bamilus


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Hope this one is still slated for this year....looking forward to it

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(in reply to Nomada_Firefox)
Post #: 40
RE: Features that we have already seen and should conti... - 1/3/2015 9:03:01 PM   
SteveMcClaire

 

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quote:

ORIGINAL: Nomada_Firefox
Steve, can you explain this? the second version would be a patch by example? or are you speaking from other complete game as BFII?


New versions will likely be separate games, if that is what you are asking. Now add-ons to the first game.

Steve

(in reply to Nomada_Firefox)
Post #: 41
RE: Features that we have already seen and should conti... - 1/3/2015 9:40:11 PM   
Nomada_Firefox

 

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You continue being a bit confuse, just I´m asking if for add a new 3D model or replace the originals, we must wait to the first patch from the game or if it will be a new feature from a new game which we must pay again.

The other option can be a free DLC or at least cheaper.

Personally and we can see it around the world with other games, if we must wait to another new game for edit the models, the modding capabilities will be close to zero. Specially if you can bring on new players because the old CC gamers are very few.

Sorry by ask you too much.

< Message edited by Nomada_Firefox -- 1/4/2015 8:07:26 AM >

(in reply to SteveMcClaire)
Post #: 42
RE: Features that we have already seen and should conti... - 1/7/2015 11:00:54 AM   
TIK


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quote:

ORIGINAL: Steve McClaire

New versions will likely be separate games, if that is what you are asking. Now add-ons to the first game.

Steve



I'd prefer CC to go the way more popular series have gone and start introducing DLC and expansions for the games. Paradox do this well with their series, and if you look at Panzer Corps, the expansions to that game are better than the base game.

At the momemnt we have to purchase several CC games, each with various things added to them and taken away... the quality of each game varies and it has effectively split the community. You might have CC3, and I have CCPITF, but we can't play multiplayer together.

Now imagine if the Bloody First was a base game with DLC and expansions added onto it. Rather than have several "next gen" CC games, we'd have one game which was constantly being updated and improved. It would be easier to sell it to new players - "the base game is ok, but with all that DLC it's great!" - and players who bought the base game are more likely to buy the expansions so long as they offer improvements and new campaigns/maps etc.

Obviously, there's pro's and cons to anything, but for the first time in CC history we have a new engine, a new game and a new clean slate to try something new. And from a player point of view, I'm seeing a lot of advantages to having DLC and expansions for CC.

< Message edited by TIK -- 1/7/2015 12:03:16 PM >


_____________________________

I have a Youtube Channel that features Close Combat and Panzer Corps Let's Plays and videos, as well as historical documentaries.

(in reply to SteveMcClaire)
Post #: 43
RE: Features that we have already seen and should conti... - 1/7/2015 1:35:35 PM   
Nomada_Firefox

 

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quote:

Obviously, there's pro's and cons to anything, but for the first time in CC history we have a new engine, a new game and a new clean slate to try something new. And from a player point of view, I'm seeing a lot of advantages to having DLC and expansions for CC.

With the Close Combat name, yes. But G.I Combat and Squad Assault, they were CC games with different name and new engine. But both with a very bad gameplay. I hope that it does not happen with Bloody First.

(in reply to TIK)
Post #: 44
RE: Features that we have already seen and should conti... - 1/7/2015 9:57:48 PM   
SteveMcClaire

 

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quote:

ORIGINAL: Nomada_Firefox
You continue being a bit confuse, just I´m asking if for add a new 3D model or replace the originals, we must wait to the first patch from the game or if it will be a new feature from a new game which we must pay again.


I do not know the answer to this question yet. It depends on the solution we use, when it can be done, and how much the rest of the code needs to be changed to adapt to it.

Steve

(in reply to Nomada_Firefox)
Post #: 45
RE: Features that we have already seen and should conti... - 1/8/2015 1:02:14 AM   
Nomada_Firefox

 

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Thanks by the answer. It is fair enough.

< Message edited by Nomada_Firefox -- 1/8/2015 2:02:52 AM >

(in reply to SteveMcClaire)
Post #: 46
RE: Features that we have already seen and should conti... - 1/8/2015 2:27:07 PM   
Nomada_Firefox

 

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Steve, can you give us a percent from the finished stuff?

(in reply to Nomada_Firefox)
Post #: 47
RE: Features that we have already seen and should conti... - 5/28/2015 4:33:49 PM   
vobbnobb

 

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-more unique special soldiers battle equipment special grenades, smoke, items binoculars etc.

-soldiers taunting each other (especially indoor firefights) if extreme firefight or witnessed mass death.

-soldier utilize cover better, including outside building walls, tiny pieces of good cover outside or in buildings.

-soldiers break or loose weapons on concussion blasts

-more soldier actions to display in soldier monitor looking for weapon, searching dead enemy, on watch

-soldiers being able to fortify foxholes or buildings better with sandbags or material on ground via the right mouse action command fortify or something, the only downside is time taking soldier to build will be awhile.

-special abilities for engineers or pioneers like repair tires or damage to bridges, turrets, AT guns or it's tires, setup mines or booby traps etc

-special abilities for tanks and vehicles able to camouflage or sandbag, log protection certain areas of vehicle.

-soldiers being able to use crew weapons on enemy if they are close to open top vehicle like jeep or kubel (rifle or smg)

-mounted soldiers can fire from vehicle like half tracks, trucks or something else, maybe even be able to attach crew weapon to some.

-medics?

-collecting enemy info from surrendered soldiers, if they cross a command group? Surrendered commanders give more info? Maybe the info can be about troop or vehicle locations


< Message edited by vobbnobb -- 5/28/2015 5:38:50 PM >

(in reply to Nomada_Firefox)
Post #: 48
RE: Features that we have already seen and should conti... - 3/23/2016 12:41:26 AM   
CGGrognard


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Will there be voice cues as in previous CC games? This may already be so in current CC games; can the volume of the enemy voice cues be adjusted based on distance? Sometimes the voice cues of the enemy seem their right next to my soldiers even though they're sometimes a 100 or so meters away.



_____________________________

"The supreme art of war is to subdue the enemy without fighting." - Sun Tzu

(in reply to vobbnobb)
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RE: Features that we have already seen and should conti... - 3/23/2016 12:43:57 AM   
CGGrognard


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Please consider the option to rename soldiers as was possible in earlier CC games. This ability will allow YT content creators such as TIK to personalize their games with names of followers, friends, etc. Plus, it will give the player the ability to follow themselves throughout the game.

_____________________________

"The supreme art of war is to subdue the enemy without fighting." - Sun Tzu

(in reply to CGGrognard)
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RE: Features that we have already seen and should conti... - 3/24/2016 10:28:38 AM   
Nomada_Firefox

 

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Remembering a previous answer. I would like to know a complete list from vehicles and guns. Just the models. If I would see a screenshot, I would be happy for months.....

(in reply to CGGrognard)
Post #: 51
RE: Features that we have already seen and should conti... - 3/29/2016 7:26:09 PM   
SteveMcClaire

 

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There will be voice cues. They are played in 3D space and should give the player some indication of the direction and distance, though you probably need headphones/stereo speakers for full effect.

I don't recall any version of retail Close Combat that had the option to rename individual soldiers. That said, it's a good idea and one that wouldn't be too difficult to do. I will add it to the wish list.

And while I can't give a list of vehicles and guns that I can 100% guarantee will be in the game, here is the current working list:

USA
----------------
37mm AT gun
57mm AT gun
3 inch AT gun
105mm howitzer
1/4 ton jeep
3/4 ton weapons carrier
2 1/2 ton truck
M3 Stuart
M5 Stuart
M3 Lee
M3 75mm GMC
M10 Tank Destroyer
M2 Halftrack
M3 halftrack
T19 105mm GMC
T30 75mm GMC
M3A1 Scout Car
M4 Sherman
M4A1 Sherman
M8 Greyhound
M20 Armored Car

German
----------------
20mm Flak 38
37mm Pak 36
50cmm Pak 38
75mm Pak 40
75mm leIG
Kubelwagen
Opel Blitz
PSW 222
PSW 231 8-rad
SdKfz 250/1, 8, 10
SdKfz 251/1, 9, 10
Pz IIF
Pz IVF1
Pz IVF2
Pz VIG
JgPz IV
StuG IIIF
StuG IIIG
Panther A
Tiger I

Italy
------------
Italian truck
47mm At Gun
M14/41
Semovente 75/18




(in reply to Nomada_Firefox)
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RE: Features that we have already seen and should conti... - 3/29/2016 7:47:27 PM   
Rodmorg

 

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Maybe adding the British and/or Italian factions as a small paid DLC, so there is a more of a variety of factions to play as.

Or, completely adding them as free add-ons, but later, as an update.

(in reply to SteveMcClaire)
Post #: 53
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