According to the website, the mod is for HL2, BF2 and as a full game.
Making a single mod for a single engine is a mountainous task, but it seems like the team is spreading itself extremely thin.
According to the website, the mod is for HL2, BF2 and as a full game.
Making a single mod for a single engine is a mountainous task, but it seems like the team is spreading itself extremely thin.
Kosmo, pls get your beavis butface out of here. Go depress someone else...
As for pics, more alphascreens have just been moved to show to the public.
Here you go:
[Blocked Image: http://jupiter.walagata.com/w/deathclock/carentan-beta06d0000.jpg]
[Blocked Image: http://jupiter.walagata.com/w/deathclock/carentan-beta06d0002.jpg]
[Blocked Image: http://www.ronanhayes.com/contractors/bodyColour.jpg]
[Blocked Image: http://www.1944game.com/gallery/pictures/m1%283%29.png]
[Blocked Image: http://www.1944game.com/gallery/pictures/brenskin%281%29.png]
[Blocked Image: http://www.1944game.com/gallery/pictures/ger_kar98kscopedtextured.jpg]
[Blocked Image: http://www.1944game.com/gallery/pictures/gerfg42textured2nz.jpg]
[Blocked Image: http://www.1944game.com/gallery/pictures/thompsonrender.jpg]
There's more on the website. If interested, pls take a look on the forums.
Thanks
Looks promising! Good work, keep it up!
Quote from killertomatoKosmo, pls get your beavis butface out of here. Go depress someone else...
Fine if it makes you sad and cry. But it's the truth, there is just way too little changing in the modding industry, and guys like these are not helping any bit.
They didn't need to flex their creative muscle that much to show something actually impressive in some other genre that was not made about one hundred times. And it's not just that there are so many WW2 mods, it's more about the fact that all the games are just the same, they do nothing new and they have nothing to differentiate themselfs from others.
The arrogance and negativity of your posts is sickening, Kosmo.
Kosmo, models always start unskinned. As for ww2 getting boring, the players disagree. Why else would they play COD2 and DODs. Remember you develop for players, not for your fellow developers
Hi Lads
killertomato posted over at 1944game.com saying he posted here. I try and checkin on the views of whatever thinks about the project.
Anyway a few points that I would like to clear up.
We are currently developing a full game. This is being developed using a highly modified version of the Reality Engine : [email protected]
or if you want to question me via MSN:
Its not your usual WW2 Game, and we are not your usual Indie/Mod Team
"Its not your usual WW2 Game, and we are not your usual Indie/Mod Team"
tell us why and not just "its your chance to break into the industry!"
hey wait a second.. ive seen those weapons somewhere else.. hey IN DOD AND EVERY OTHER WW2 game/mod.. bla
What would you expect from a ww2 mod, phasers and mp5's?
This forum could use some moderation
I have no false aspirations of breaking into the industry, nor do I pitch the game to people as their ideal way of breaking into the industry.
The best way to break into the industry is to focus on your portfolio. Develop your talents by working in all areas that interest you.
The reason I state its not your usual WW2 game and not your usual team. Is simply because of the Sheer Scope of the game, the flexibility and coverage that it gives. Yes its another WW2 game, but its taking another approach. Its taking a step back and putting an AI in control of the events. Thats why the game itself is different, in its core the AI drives the game, not the player hitting flags for scripted events.
If the player were to stand still and fortunate not to get involved in any combat, the game doesnt simply loop around a series of events, or wait for the player to do some key objective. The game continues on, the AI is a very exciting thing to work with, and while the genre may be WW2 it is still a challenge to develop everything on such a scale and scope that the game covers.
As for the team, we are well organised, well structured, and we give the freedom for people to jump into areas they wish to explore. We are willing to invest in techonology and believe in our idea to the extent where more often than not we have put our hands into our pocket and paid for new technology and not to mention contract artwork.
We have a firm business plan in place, but without relying soley on the hopes that a publisher will pick us up, we also have plans (and by plans I mean we have a complete infrastructure physically in place) and we are 100% aware we most likely will have to self publish this game, but we are willing to do that.
The exposure the mods and game is getting is also worthwhile, with the head developers behind speedtree having a strong interest in the project. As well as the other technology developers.
Sure its another WW2 game, but it does things differently, is designed and built in a different way, targetting a different market and ultimately delievering a new comprehensive experience of D-Day.
csharp would it interest you if you knew one of our planned mission packs is the Finnish Efforts during WW2? (weapons and vehicles currently in development, we are also trying to source a DEM for the land mass)
At which point the mission pack becomes very easy to develop once we have secured the DEM and modified it.
Our focus is not just on June 6th but other operations. It just happens June 6th is the most famous D-Day. So its our best starting point.
well, i think wwii mods/games can be good, but they really have to be really good. like cod2, its awesome because its so cinematic. but MoH and shit is too generic.
Exactly
I assure you I enjoy a WW2 game as much as the next, but Im no WW2 fanatic. These games have their place and they need to be exciting and offer new avenues to the player (What I believe we are trying to do)
I actually started this when I tried to convince my College Lecturers that making a game for my Degree was actually of educational benefit. Obviously they wernt buying the "Yet another lets go kill the Terrorists" or "Yet another Sci-fi Game with Big over the top weapons".
So I opted to create an AI system that would learn from students and present them with a challenge, as the student progressed through the game the AI would either increase the challenge or decrease the challenge depending on how the player was doing. It also had a set educational curriculum that it was required to cover, and slowly present to the player without them realising it was completely educational (more game than education so to speak)
Obviously the only feasible setting for this given the Irish Education system was History and the only topic within that which I had a remote interest in was WW2.
Look on the bright side it could have been "Yet another ART History during the 16th Century Game", OR "Yet another Poetry Game based on the writings of WB Yeats"
Every game has its place, be it WW2, SCI-FI, MMORPG or other. Just once they bring something to the players that they will enjoy and get value for money with.
How much did you spend on purchasing the engine license?
Cant give a price Im afraid, but it was alot at one point I was giving over 3/4's of my monthly wage for several months just to pay for the technology. Im a full time Professional Programmer with a Multi National, I guess you can make your own assumptions from there.
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