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Close Combat August Update - Screenshot 2 & 3

 
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Close Combat August Update - Screenshot 2 & 3 - 8/2/2017 4:56:41 PM   
Benedict151

 

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Here is a 2nd development screenshot for you
As previously noted please be aware that these are very much 'work in progress' and so do include various placeholder assets and textures etc.




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< Message edited by Benedict151 -- 8/2/2017 4:58:33 PM >
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RE: Close Combat August Update - Screenshot 2 - 8/2/2017 4:57:31 PM   
Benedict151

 

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And screenshot number 3






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RE: Close Combat August Update - Screenshot 2 - 8/2/2017 5:06:46 PM   
zakblood


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thanks for posting and updating us all

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RE: Close Combat August Update - Screenshot 2 - 8/2/2017 9:10:02 PM   
SchnelleMeyer

 

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Looking good! Trees and bushes are looking very realistic. Thanks for sharing your hard work and good luck to the team.

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RE: Close Combat August Update - Screenshot 2 - 8/3/2017 10:32:08 PM   
Kanov


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Looking good.

Can you go back to the old soldier monitor though?

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RE: Close Combat August Update - Screenshot 2 - 8/4/2017 8:39:19 AM   
Benedict151

 

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Hello Kanov
I'm sorry, we are not planning on supporting the old soldier monitor.
Out of curiosity what about it makes you want to retain it?

regards
Ben Wilkins


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RE: Close Combat August Update - Screenshot 2 - 8/4/2017 4:33:09 PM   
Kanov


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quote:

ORIGINAL: Benedict151

Hello Kanov
I'm sorry, we are not planning on supporting the old soldier monitor.
Out of curiosity what about it makes you want to retain it?

regards
Ben Wilkins




Hi, these are my reasons in no particular order. I'm comparing it with the one from CC2 btw.

-The old team monitor looks more ordered, everything is in its own area. The new one gets in the way of the battlefield action in my opinion since it's on top of it, the old one is on the unplayable area.
-It obstructs your vision of the battlefield, for example if a unit pops up where the team monitor is, you have to move it to select it. It's kind of distracting instead of being helpful.
-In the old one the whole Battlegroup interface can be minimized with one button, as opposed to the current one where you need to press several keys to hide the team and soldier monitors, the force morale indicator and the map.
-The current one gets in the way while playing since some of the action happens in the edges and I have found myself moving it constantly on some battles (GtC and PitF)



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RE: Close Combat August Update - Screenshot 2 - 8/5/2017 2:20:07 AM   
CGGrognard


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Is that a Victory Location just beneath the armor unit? Has there been any consideration in doing away with Victory Locations for something more realistic? BTW, looking good.

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RE: Close Combat August Update - Screenshot 2 - 8/5/2017 6:35:06 AM   
Nomada_Firefox

 

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quote:

ORIGINAL: CGGrognard

Is that a Victory Location just beneath the armor unit? Has there been any consideration in doing away with Victory Locations for something more realistic? BTW, looking good.

It is a air bombardement zone. If you check all the images, there is a plane attacking.

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RE: Close Combat August Update - Screenshot 2 - 8/5/2017 4:15:19 PM   
SchnelleMeyer

 

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Air bombardment zone?! - No, its not. - It has to be a VL - because there is another one just like it in the upper right corner of the screenshot - And they both show a GERMAN symbol coinciding with the GERMAN units nearby and an AMERICAN plane attacking.

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RE: Close Combat August Update - Screenshot 2 - 8/5/2017 7:53:28 PM   
Nomada_Firefox

 

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Can be.

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RE: Close Combat August Update - Screenshot 2 - 8/5/2017 8:20:07 PM   
SteveMcClaire

 

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The circle with a German cross in it is the current VL graphic / presentation.

Steve

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RE: Close Combat August Update - Screenshot 2 - 8/7/2017 8:56:27 AM   
Benedict151

 

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Hello Kanov
Thank you for your thoughts, well put
Maybe we can look to try and make minimising are closing the monitors a little easier

regards
Ben Wilkins

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RE: Close Combat August Update - Screenshot 2 - 8/13/2017 2:47:21 PM   
Hexagon


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Nice, i like the CC look (but less detailed, that is good and bad at same time but i prefer a robust unit performance), is like CC but moving camera to leave the old cenital view.

Maybe the only thing i dislike more and more is the NATO symbols over vehicles... i think they block to much... i dont know if is possible use a colour dot under the vehicle-soldier and a more simple unit name over unit that you can turn on off as you need... or even mantein the NATO style symbol but smaller.

I see that squads in CC follow the last CC style with to small units... is so hard made them be real squads with 9-10 soldiers??? or at least if you use small squads made infantry survive more and dont be decimated to fast.

I like a lot the new objetive style, this made you know much better when you are in cap or not cap area.

Not looks bad but for me is green specially when we dont know whats going to be the units performance with waypoints and tactical AI that prevent units need continuous orders to avoid do stupid things.

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RE: Close Combat August Update - Screenshot 2 - 8/14/2017 9:32:41 PM   
CGGrognard


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Thanks for the clarification on the victory location image.

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RE: Close Combat August Update - Screenshot 2 - 8/16/2017 1:34:02 PM   
FroBodine


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I have to agree with Kanov. I like the look of the new monitor/status bar, but it is just way too intrusive on the map.

It should be smaller (the font size is a bit too large), and get rid of the top and left margins. If you're going to keep it here, make it flush up against the top and left edges of the screen.


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RE: Close Combat August Update - Screenshot 2 - 8/18/2017 8:11:03 AM   
Q.M


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Looks good. Come a long way since I worked on CC last!

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RE: Close Combat August Update - Screenshot 2 & 3 - 8/19/2017 5:38:53 PM   
lfpaiva

 

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Very nice. Are you planning multi store buildings for initial release?

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RE: Close Combat August Update - Screenshot 2 & 3 - 8/23/2017 9:25:43 PM   
SteveMcClaire

 

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Buildings are all single story in the initial release.


Steve

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RE: Close Combat August Update - Screenshot 2 & 3 - 8/28/2017 9:55:21 PM   
CGGrognard


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So are you saying that there may be multi level buildings in the future?

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RE: Close Combat August Update - Screenshot 2 & 3 - 9/5/2017 6:56:09 PM   
SteveMcClaire

 

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quote:

ORIGINAL: CGGrognard
So are you saying that there may be multi level buildings in the future?


Yes. It is definitely I want to add, and pretty much a requirement if/when we do a campaign that focuses on urban combat.

Steve

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RE: Close Combat August Update - Screenshot 2 & 3 - 9/9/2017 9:11:52 PM   
Gripen

 

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quote:

ORIGINAL: Steve McClaire


quote:

ORIGINAL: CGGrognard
So are you saying that there may be multi level buildings in the future?


Yes. It is definitely I want to add, and pretty much a requirement if/when we do a campaign that focuses on urban combat.

Steve


Very happy to hear this Steve. I think it was one of the main features in the CC series. I used it extensively and I guess it's just realistic.

Example 1: MG42 in a mill overlooking a wide field.
Example 2: Sniper in a bell tower.

Images look good, I'm happy there are some updates!

What I don't really like is the colors on the grass and as mentioned before the NATO symbol thingy next to the tanks(/etc.), looks way to big/in the way.

Good luck on the progress, I hope I and the others can help test the beta. I know it's a small dedicated community.

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RE: Close Combat August Update - Screenshot 2 & 3 - 9/10/2017 1:06:54 PM   
LeeChard

 

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I agree with Gripen's opinion of the size of the symbol with the tanks in the screenshots.
Will there be display options?

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RE: Close Combat August Update - Screenshot 2 & 3 - 9/12/2017 4:13:54 PM   
Benedict151

 

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We're looking at them

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RE: Close Combat August Update - Screenshot 2 & 3 - 9/20/2017 5:10:31 AM   
sepp3gd

 

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This is definately Close Combat.

Frankly, I could care less about the ability to rotate the camera 360 degrees. With trees and one story buildings not creating an issue whatsoever with seeing units. I would simply combine what works with Close Combat Gateway to Caen and what works here with Bloody First - eliminate the ability to rotate the view and then use hand-drawn artwork for details such as fences, rubble, roofs, etc.

Basically, a combination of tile to build the foundation for the trees, terrain, and structures, and then go in with hand-drawn artwork to give the game the Close Combat style which is lacking here. The gameplay will be fun in 3D no matter what. So if you are going for aesthetics, do your own thing and stay original. Rotaing view 360 is hardly necessary to begin with.

With regard to the soldier monitor - not being able to see the information regarding the condition of individual soldiers is taking a step backwards. Why eliminate this feature? Seeing the invdividual weapon, the ammunition, the soldiers physical health, mental condition, experience, rank, etc. - these were all unique Close Combat features.

Eliminating the soldier monitor for the sake of viewing space is counter productive because the amount of information communicated in the soldier monitor cannot be made up for with the gain of extra viewing space. Close Combat is an intimate style of gameplay. It is unique because it has no story line, no character development cutscenes, none of what modern gaming relies upon to give the feeling of attachment and loss when a character is harmed or lost in the game story.

Going through a campaign and coming to rely upon certain units and seeing them gain experience and earn medals does something to me. It makes me protect that unit more than another green unit not only for their value but something of luck and a bit of sentimental attachment.

Frankly, eliminating the hand-drawn details on the map, eliminating the soldier monitor, these are all ruining the game because they eliminate the reality and intimacy. In the swtich from 2D to 3D, the focus on simply having a 3D game should not become a myopic absolute at the expense of such critical things.


< Message edited by sepp3gd -- 9/20/2017 5:24:09 AM >

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RE: Close Combat August Update - Screenshot 2 & 3 - 9/21/2017 11:12:44 AM   
Gripen

 

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@sepp3gd
Absolutely agree with you. Couldn't care less about 3D rotating a map. I'm sure if we could do it in CC2 A Bridge Too Far on 1024x768 we don't have a problem now ;) The basic things of CC is what does it for me, group/individual morale, health ammo, weapons, range of those AP/AT weapons, line of sight, multi-floor buildings and the tactics involved.

As above, a very good example of it is the first map as Germans on I think it was Last Stand Arnhem. One MG42 gunner squadin the Mill lower right, while looking at his ammo and carefully firing/hiding only when you see troops moving and holding out as long as possible with the ammo and morale dropping while mortars are falling around and eventually falling back to another good position.

Another question, Anti Aliasing is something that will be implemented in the final product I hope(looking at the screenshots)?

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RE: Close Combat August Update - Screenshot 2 & 3 - 9/25/2017 5:08:15 PM   
SteveMcClaire

 

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Just to note, as with previous version of the game, you can hide or move the various monitors if you wish.

And as stated, these are all work in progress screenshots. Graphical polish will continue through release.

Steve

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RE: Close Combat August Update - Screenshot 2 & 3 - 10/11/2017 11:28:40 PM   
CGGrognard


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How's the work coming on this title?

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RE: Close Combat August Update - Screenshot 2 & 3 - 10/19/2017 6:30:10 PM   
SteveMcClaire

 

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CGGrognard,

Work continues -- effects and UI are getting some love from the artists and water (streams, ponds, etc.) is being implemented. I am finishing up changes to the campaign system and associated UI before going back to work on the AI.

Steve


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RE: Close Combat August Update - Screenshot 2 - 10/22/2017 5:17:22 AM   
Destraex

 

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I also like the old team monitor which shows every man firing and what each mans status is.
Why change something that is fine.

You can still show all of this right?


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