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 : http://www.artificialstudios.com. We purchased the engine prior to Epic so we are entitled to the full use of the engine as per our contract.
That leads us to the screen shots. We are currently under NDA for several elements of the game, we were hoping to have gotten past them around October, but with further investment into other technologies the NDA period was extended.
We are also developing mods, yes I know what everyone is think, a mod is hard enough, why on earth do we think we can make 2 mods and a game? Well its not a matter of thinking, its a matter of need, without the development of the mods the exposure for the full game would be limited, but given that in a short period of time we have developed a very substantial mod system on a skeleton crew (1 programmer, 1 mapper, 1 modeller, 1 animator) things have shaped up pretty nicely. After all its only 4 members away from the full game for a few weeks/months. And the returns are far higher as a result.
So the next issue is what makes this game different? Well most WW2 games focus on a unit, or a squad. We focus on the Operation, we step back out and allow the player to select any unit, any squad and play as they believe they want to play. The centre of the game is the AI system, this controls and manages every aspect of the game, from the stats, to movement to the decisions. Its a blend of some really cool technology and its been in deevlopment for some time. The AI controls all the units, and does various calculations, based on the events the AI will view the patterns that can be seen and evaluates the scenario. If it believes the objectives cannot be achieved in that way, then it adaps the plans to achieve the objectives another way. Its important to stress that this isnt done via scripting. The AI will actually re-evaluate the plans and re-work them as it see's fit.
The end result is a dynamic and fast depiction of the events of D-Day.
Content wise we are coming along very nicely we have completed the Heightmap for Normandy, which is 1 pixel for every 2 meters. That alone was a huge task and took several weeks to get right.
Anyway we want to push the HL2 mod out the door, and we are currently lacking an animator for HL2. That said we will review anyone who may be interested in helping out. Contrary to earlier posts, we have never requested 3 years industry experience, nor are we un-realistic in our goals and limits. Im not exactly your usual "I have an Idea and I can make a webpage" team leader. I do actually have a Degree in Computer Science with my focus on AI, and I am doing a Masters in Graphics and AI. I also work for Ericssons as Core Framework Programmer.
Also considering the degree of exposure over the past month, as we featured on several of HL2's leading sites, as well as BF2 sites. Not to mention several game sites. There is also more to come, as we will be featuring on Speedtree.com in 2006 as a prime example as to how Speedtree can populate huge environments, and of course on ArtificialStudios.com to name another.
Things will only get bigger when we release the HL2 mod and begin to focus our full efforts into the game.
So the project is certainly well established and is made by some very very talented people.
Feel free to drop me a line:
ronanhayes@franticgames.com
or if you want to question me via MSN:
broken_edge_studios@hotmail.com
Its not your usual WW2 Game, and we are not your usual Indie/Mod Team