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Original Game: 1944 D-Day : Environment & Texture Artist

  • RonanHayes
  • September 17, 2007 at 8:11 PM
  • RonanHayes
    • September 17, 2007 at 8:11 PM
    • #1

    Team name:

    Frantic Games

    Project name:

    1944 D-Day : Operation Overlord

    Brief description:

    We are developing a WW2 simulation. The core focus will be on Normandy and simulating the events that take place. Our aim is to simulate the movements of all the units and the actions they take. This is not about a narrow cross section of a battle, or a derived scenario, this is about taking the known information of the event and allowing the AI and the player to determine the outcome of the event. The game takes place in a 1:1 time ratio and commences at 00:00 June 6th 1944, the game will continue until the win / fail conditions are met. The ultimate goal is to provide the player with the freedom to experience the Event from all angles, while still allowing the AI to depict the overall progression of the game.

    The AI will adapt its tactics and take different actions depending on how battles are going. The player can then select any AI unit and take control of that unit, directly effecting the course of battles. The gameplay will be as realistic as possible, with the AI following an exact set of procedures and rules which we have researched from documents and tactics relating back to the war.

    For more information please visit our site:

    [email='%7Boption%7D'][email protected][/email]

    From there we can arrange MSN Meetings etc and begin the trial process. I can potentially disclose far more information via email etc. So if you want to know more about the project feel free to contact me.

    Additional Info:

    I want to stress that we are a very serious development team. While we don't expect team members to contribute 20 - 40 hours per week, most of us do so because we believe in the project. We also have a very high success rate in placing people in the industry, so it is a great stepping stone for those who are interested.

    Here is some recent media (Can't release ingame shots just Yet due to NDA)

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/M1Carbine.jpg]

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/MP44.jpg]

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/Springfield.jpg]

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/GermanInfantry.jpg]

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/GermanTanker.jpg]

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/GermanTankerNormal.jpg]

  • Bl1tz
    • September 17, 2007 at 8:51 PM
    • #2
    Quote

    # Realistic AI controlling every aspect of the game. * The AI controls the emotions and feelings of every unit

    * Coordinates realistic tactics and movements

    * Manages over 250,000 units real-time.

    # Large open dynamic maps, that live and breath alongside the combat.

    * Animals that react to the combat

    * Grass and trees that flow with the wind

    * Buildings and terrain that take realistic damage

    * 24 Hour clock, watch the sun rise as the battles continue

    Display More

    Seems like some pretty lofty goals. Good luck with that. I will never understand why an independent team, free from the constraints of publishers or hype would bother doing a WWII game. It seems like exactly the sort of game you'd want to avoid making as an independent team simply because

    a) So many mod teams have done it so well already (Red Orchestra, DoD, etc.) that it would have to be really polished to stand out

    b) It's going to be difficult to find talented people who want to spend their hours modeling the exact dimensions of Normandy as opposed to, you know, doing something somewhat original as to attract talented people who would join simply for the sake of working on something new and exciting.

  • Vinny Testaverde
    • September 17, 2007 at 8:55 PM
    • #3

    WW2 is a subject I have been interested in for many years, so I can see why people would want to do this and dedicate so much to this. And considering the focus on realism, it should be a nice change from the norm.

    good luck!

  • RonanHayes
    • September 17, 2007 at 9:05 PM
    • #4
    Quote from Bl1tz

    Seems like some pretty lofty goals. Good luck with that. I will never understand why an independent team, free from the constraints of publishers or hype would bother doing a WWII game. It seems like exactly the sort of game you'd want to avoid making as an independent team simply because

    a) So many mod teams have done it so well already (Red Orchestra, DoD, etc.) that it would have to be really polished to stand out

    b) It's going to be difficult to find talented people who want to spend their hours modeling the exact dimensions of Normandy as opposed to, you know, doing something somewhat original as to attract talented people who would join simply for the sake of working on something new and exciting.

    Well the reason why people would work on a WW2 game like this is just those Lofty goals you mentioned. The AI, the Tech that is inplace (up and running mind you) is some of the best tech out there. There is also something to be said to what you can learn from making a WW2 game. Sure it's not everyones cup of tea but tell our modellers that. Paul Sutton for example goes through around 4 vehicles a week... So there is people out there who like WW2 and like working on WW2 games.

    You ask others and they will say simply because Operation Overlord has never been done justice. It's always a cross section of a map, with some generic scenario or soldier telling the tale. 1944 is not about a story, it's not about a tale. It is about an event that evolves. It doesn't so much matter what the player does or what the AI does as the battles always progress and evolve. So you end up seeing the entire operation played out as you would have done it. At times it will be 100% historically accurate at others it will be the alternatives.

    Everyone to their own I guess.

    If you want to know why I am making the game well thats simple.

    1. I finish what I started

    2. The scale of Overlord allows me huge freedom for my AI

    3. WW2 is just another Genre like Sci Fi and I find it compelling and interesting. It's certainly as enjoyable to play a WW2 game as it is to play a Good SciFi game.

    Your arguement on working on something exciting is rather funny. You can work on something exciting that may never get released. Or you can work on 1944 and play it as you make your maps and art. It's all relative really the game is big enough to allow people to get excited about what they do. These are not small cross sections of maps. This is an entire North West of a Country that is in the game.

  • Psy
    • September 17, 2007 at 9:23 PM
    • #5

    Not another WW2 game... :roll:

  • D3ads
    • September 17, 2007 at 9:30 PM
    • #6
    Quote from RonanHayes

    WW2 is just another Genre like Sci Fi

    Was WW1 the alpha version? :roll:

    World War II is an actual event that happened between 1939 and 1945, in no way shape or form can you lump it in with sci-fi or any other genre.

    Anyway sorry but I'm afraid I'm going to have to agree with Psycho with this one, good luck anyway.

  • RonanHayes
    • September 17, 2007 at 9:34 PM
    • #7

    In the context of game development WW2 is considered a Genre by developers. Irrespective of what you feel for WW2 games there is clearly a market for it and we are catering to that market by providing the Entire Opeartion not just cross sections.

  • e-freak
    • September 17, 2007 at 9:51 PM
    • #8

    If you don't mind I would like to tell you that your photoshop skills... well the picture speeks for it self:

    http://www.1944d-day.com/pr/GameDev/M1Carbine.jpg

    And...

    A) The Goals are just irreal, but you may prove me wrong

    B) The Theme is sooooo overstrechted already

    C) The Concept of 250k Soldiers on the Battlefield and the resulting worthlessness of the real player on his computer might demotivate.

    Some deeper thoughts on this:

    A) Simple calculation. Use 250k Players, take every playermodel 1000 Triangle average (with LODs), say only 1% will be rendered at a time, you have a triangle budget only for playermodels of 2,5k*1000 Tris = 2500k Triangles, which is like 500 Combinemodels in HL2 (500*5000Tris). Add: Guns, Grenades, Accesories, Animals, Interiors and Exteriors (Plants and Trees), Planes, Tanks, Cars, Ships. Let's say your average Triangle Count just for the "real" Models is about 2500k for Playermodels and another 5000k (that would be only 10000 entities with 500 Triangles! Remember: Trees, Bushes, Plants, Tanks, Weapons will be unavoidable in every place!). Together you are already at 7.500.000 (7 and a half Million) of Triangles before you have even started to think of Animations, AI, Physics, Ballistics, Enviroment Simulation, Terrain and Buildings, Sound System, Shaders and Textures. 7.5kk Triangles use an Texturespace of aprox. at least 7.5k² Pixels, the same again for Normalmaps, Specularmaps, Detailmaps, Weightmaps etc etc. Even a Quadcore System with 8 Gigabyte of DDR2-Ram and 4 8800GTX in SLI would be heavily stressed by this amount of tb rendered Tris, Textures and Calculations at the same time.

    In short: Forget it.

    B) Look at DoD, RO, BiA, MoH, BF42, Panzers, CoH, CoD... The Market is more or less filled. On the one hand there are enough Ego-Shooters, even such with Commander-Modes and 128 Players with Ships, Tanks and Planes, and there are enough Games wich handle WW2 accurate enough to still give some Gameplay. There's no brand you are using, there's no market you actually find unused, there's no established developerstudio you have as a name and there's no target group for your game atm - because no one can handle the HW-Specs and those who could may be playing Battlefield 2142 or Red Orchestra.

    C) See - the above mentioned titles have one thing in common: Not in one of the titles there are more than 256 Players on the screen at a time, take out the RTS set count to 64. The Single Player has a much bigger attention and influence, the role he's playing is important. Having an 8 Person Squad in DoD:S makes everyone in your team important. Being one of 12.000 Players with a Panzerschreck will make you unimportant. You have no inducement to take your role.

    You are welcome to prove those points wrong and I'll be the first one to buy the game but atm I think this is made of fail.

  • RonanHayes
    • September 17, 2007 at 9:54 PM
    • #9
    Quote from e-freak

    Some deeper thoughts on this:

    A) Simple calculation. Use 250k Players, take every playermodel 1000 Triangle average (with LODs), say only 1% will be rendered at a time, you have a triangle budget only for playermodels of 2,5k*1000 Tris = 2500k Triangles, which is like 500 Combinemodels in HL2 (500*5000Tris). Add: Guns, Grenades, Accesories, Animals, Interiors and Exteriors (Plants and Trees), Planes, Tanks, Cars, Ships. Let's say your average Triangle Count just for the "real" Models is about 2500k for Playermodels and another 5000k (that would be only 10000 entities with 500 Triangles! Remember: Trees, Bushes, Plants, Tanks, Weapons will be unavoidable in every place!). Together you are already at 7.500.000 (7 and a half Million) of Triangles before you have even started to think of Animations, AI, Physics, Ballistics, Enviroment Simulation, Terrain and Buildings, Sound System, Shaders and Textures. 7.5kk Triangles use an Texturespace of aprox. at least 7.5k² Pixels, the same again for Normalmaps, Specularmaps, Detailmaps, Weightmaps etc etc. Even a Quadcore System with 8 Gigabyte of DDR2-Ram and 4 8800GTX in SLI would be heavily stressed by this amount of tb rendered Tris, Textures and Calculations at the same time.

    In short: Forget it.

    .....

    You are welcome to prove those points wrong and I'll be the first one to buy the game but atm I think this is made of fail.

    Why would you assume that all 250,000 units are visible? It's AI and It's scaleable LODed AI at that. This means that only units in and around the player are alotted accurate processing time. Majority of these are not drawn by the engine

  • e-freak
    • September 17, 2007 at 10:09 PM
    • #10

    If you could read, you would have read that I assumed that only 1% of the players were visible and I only spoke of those. I didn't even mention the amount I would calculate for the AI (even if you use "AI LOD" o_O). And I don't quote a whole post to set one sentence (btw - look EOT )

  • aevirex
    • September 17, 2007 at 10:20 PM
    • #11

    Hm I'm a bit curious about your connection to Frantic Games and Little Big Planet... so is this game by the studio Frantic Games or what?

  • RonanHayes
    • September 17, 2007 at 10:26 PM
    • #12
    Quote from aevirex

    Hm I'm a big curious about your connection to Frantic Games and Little Big Planet... so is this game by the studio Frantic Games or what?

    No connection, one of our developers is working on it so he is credited in the game. Can't really say more than that.

    @ E-Freak

    My Connection Timeout so the edit didn't come through, but what i was refering to is even 1% is a huge figure for onscreen and is not going to happen. War was not about running and gunning, the majority of the units kept their head down other than to run from cover to cover. As it stands now typically the player will see from 0 - 60 units on screen at any given time. The engine handles them very well no problem at all.

  • ⌐■_■
    • September 18, 2007 at 12:22 AM
    • #13

    What's your beef, e-freak?

  • Skjalg
    • September 18, 2007 at 2:24 PM
    • #14

    Admittedly, I didn't search very well, but what kind of engine are you running this on, and if its something you guys have made, what kind of editor will you be using for your levels?

  • RonanHayes
    • September 18, 2007 at 5:27 PM
    • #15

    It's a licensed Engine which I unfortunately cannot give details off during the current NDA status. If you want more spefic details on it feel free to email and we can arrange them, but all I can say on forums is that it is a AAA Tier Engine with a mature toolset. The Engine is being widely adopted by the industry.

  • -HP-
    • September 18, 2007 at 6:02 PM
    • #16

    oh well... :roll: Good luck!

  • Skjalg
    • September 18, 2007 at 6:34 PM
    • #17
    Quote from RonanHayes

    It's a licensed Engine which I unfortunately cannot give details off during the current NDA status. If you want more spefic details on it feel free to email and we can arrange them, but all I can say on forums is that it is a AAA Tier Engine with a mature toolset. The Engine is being widely adopted by the industry.

    I am interested, but the ww2 is a big turn down :/

  • RonanHayes
    • September 18, 2007 at 7:46 PM
    • #18

    Well Unfortunately nothing people can say will have me or the team change the concept in the game. Our Art Team is Solid, or Programming Team is solid, so if you are looking for a good opportunity then this could be it.

    Fine WW2 may feel done to death but the same can be said about alot of other Genre and Cookie Cutter games.

    If I was to post this in the paying section would everyone be so quick to judge? Technically if the right level developers came along I would have no problem paying them per map section or even by the hour. That said I was not willing to mislead people as not everyone is at the contracting level.

    Yet because I am posting in this section people feel free to tell me that my project is doomed to fail, that it's a terrible subject matter and that every game that has gone before has done it better. That's all well and good, but I am Qualified Programmer with several years experience and with shipped games and technology under my belt. The team has several games under their belt and several misc projects as well. We know what we are doing, we know how to develop the game and we are doing so because we enjoy the subject matter.

    So I would appreciate it that people kept their views on the Genre to themselves and focus on the content and game itself. If you have a genuine critique or constructive criticisms I will certainly take them onboard. But whinning about the subject matter will not change it.

  • ⌐■_■
    • September 18, 2007 at 8:10 PM
    • #19

    Amen.

  • Wunderboy
    • September 18, 2007 at 9:42 PM
    • #20

    What is Multiverse?

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