Flexibility of the game and editor / future plans (Full Version)

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erazerhead99 -> Flexibility of the game and editor / future plans (2/4/2022 3:21:14 PM)

Hey there,

i am a fan of the older games and excited for SS. The showcased improved engine and UI gave me high impressions. I've got some constructive criticism and a few questions:


1. Graphics and Sound
UI, Map and counters look very good! It seems, howether, that the unit inspection again just shows a black silhouette of the equipment. Seeing the actual weapons in some detail is an important part for many wargamers and contributes to the games marketing and overall appeal. Maybe the post-launch addition of photographs or even detailed pictures, or, alternatively, the possibility to mod this aspect could be considered. I also loved the dramatic music of the older titles. It really set the mood in a fitting way and i hope that FC:SS has more of the same.

2. Steam release and Linux compability through Steam Proton
I assume this game will at some point be available on Steam and i really hope for compability with WINE, a software which runs Windows games on UNIX-like operating systems. Most new Windows-only games on Steam run flawlessly with Proton, an adaption of WINE developed by Steam. We Linux users are to no small part grognards and your perfect target audience, i assure you. The old games sadly dont run with this software and get stuck on the turn resolution, though i assume, this has to do with it beeing a generally older 32 bit engine.

3. Flexibility
Do you intend the mod support to be as broad as including different eras and places? Or will the combat models be too hardcoded to, say, be able to develop modifications for contemporary conflicts in and outside of europe?

4. Future
Can you give us some hint what else you have planned besides the central european cold war theatre? I am sure, that with the total rewrite of the engine you will have larger ambitions than just FC:SS!


Regards,
Robert




CapnDarwin -> RE: Flexibility of the game and editor / future plans (2/5/2022 12:01:01 AM)

Answers:
1. Unit images are still silhouettes (larger base art for the new game engine) and also the option for NATO symbols (and even large NATO if you like zooming out). The game, like Red Storm, is highly moddable. We do not have the resources or cash to get all color artwork, nor try to deal with Copywrite issues. As for music, we have the same audio at the moment, but closer to the end of development we will look at more audio.

2. We are only officially stating Windows OS support. The new game is 64bit based versus the 32-bit from Red Storm. Red Storm did well on both Linux and MacOS emulators and we don't expect Southern Storm to be any different, but the Dev team does not have MAC or Linux folks in it.

3. We are looking to be better documented and offer a bit more ability to mod the game. While a map editor is not possible, we do provide the information to make maps in a similar fashion to what we do. Data, images, sound effects, and other items can be modified. The game might do WW2 but we already know and plan to do a new game engine to deal with WW2 and the scale in the future. Same for more current-day battles. We also are building up a content creation team(s) to help with the timely output of new DLC for the game (maps, countries, scenarios and campaigns).

4. As noted above we want to expand into a WW2 game engine with scale and capability to deal with the short ranges better. Also Want to do a Modern game engine to cover 2000+ type conflicts and capabilities. Also, we would like at some point when we get past all that, to do a Kriegspiel version as more of a training tool or entry-level wargame. We have more ideas than hours and years right now. As for Cold War DLC, we have already mentioned Central Storm that will be a reqrking of Red Storm materials into he new game engine and then do Northern Storm. From there we want to expand into other decades and locations (Mid-East, Dessert Storm, maybe the Far-East, etc.).




erazerhead99 -> RE: Flexibility of the game and editor / future plans (2/5/2022 1:18:30 PM)

Thanks for your reply. This sounds amazing! I am looking forward to most of this. I really think that hex-based WEGO is the best way to do tactical to operational wargames and i am happy that more games are starting to use this concept. I hope that FC:SS turns out to be a financial success so we will see all your plans come to fruition.




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