Where is the announcement?


(DarkangelUK) #61

In the early beta builds you could actually go inside the command centre but it was removed very early on. I liked the warpy explosion effects but apparently not many others did. I was definitely all for dark/night maps, solely based on this screenshot… alas it wasn’t to be.


(SockDog) #62

Does Unreal have the realtime world lighting so a game can transition from day to night over the course of play? Would really like to see something like that along with weather and maybe some dynamic map changes.

Not going to happen but I’d love a Strogg vs Human L4D style game.


(Rex) #63

[QUOTE=Humate;406879]
//youtu.be/1EMY2i36Kos

*lol at night scene
*armadillo with lights!
*have no idea what that map is
*why is a fieldops pressing buttons (commander role?)
*ridiculous amount of effects that never made the cut
*fieldops is carrying a weird version of the scoped assault

haha that vids awesome[/QUOTE]

Awesome trailer, but not the best. You can see that a lot was changed since ETQW was also delayed. An early version of Canyon is showed here.

But back to topic!


(Humate) #64

Does Unreal have the realtime world lighting so a game can transition from day to night over the course of play?

Yep, it has that.

//youtu.be/7v2ExTxlf7c


(.Chris.) #65

You mean depending on time you join servers determines what time it is in game? Otherwise matches would have to be very long or always start at sundown or sunrise to see it realistically go from day to night throughout a map.


(SockDog) #66

Excellent, If nothing else it adds some minor variation to the maps. I hope they use it along with other stuff to make the maps much more dynamic and alive. Imagine having a storm roll in and cut visibility and sound to a minimum or flood parts of the level.

A short match time would present some problems in getting a day night cycle going. If it was there optionally you could have certain configurations such as the same map starting at dawn with an accelerated time bringing it up to noon say with 20 minutes. Same thing for noon to dusk and night to dawn. Would just be a nice feature but I expect of course it means all maps would need some lit areas but the night doesn’t have to be DayZ dark to mean every inch needs its own lighting.


(Humate) #67

Yeh i think the fx look pretty cool. :slight_smile:
What exactly could the fieldops do in the command center?


(DarkangelUK) #68

I honestly can’t remember. I think it had an overview of the whole map and you could call the big missile launch from there to a point selected on the map.


(Exedore) #69

We’re really more like the Ghostbusters when faced with Zuul on the top of the building…
“Gozer the Gozerian… good evening. As a duly designated representative of the City, County and State of New York, I order you to cease any and all supernatural activity and return forthwith to your place of origin or to the nearest convenient parallel dimension.”


(Humate) #70

^lol :stroggtapir:


(Senethro) #71

I liked those warpy explosions too. I mean, kind of obviously swiped from FEAR but still cool.


(Fluffy_gIMp) #72

I can’t remember if we ever did have a missile firing in the end… Largely there were class selection in-world GUI’s that you’d use in the pods on the side and then drop out into the world. As I recall we had to remove the interior in the end because of memory limits :frowning:

Early on… if you could get into the enemy command center you could hack it to temporally disable their spawn, but this got really annoying in play tests. :slight_smile:

Super super early on, we had a factory that would produce vehicles, this ended up a bit too much of a bottleneck for gameplay and an unnecessary step, but it was cool for a time :slight_smile:
(as shown in this early released shot):



(Fluffy_gIMp) #73

Hehe actually nope, it was from trawling some of the Doom 3 SFX assets, saw some unreleased attempts to use normal mapped particles. Spoke to our then graphics programmer did some special shaders that gave the warpy aftershock effect.


(Humate) #74

[QUOTE=Fluffy_gIMp;407040]I can’t remember if we ever did have a missile firing in the end… Largely there were class selection in-world GUI’s that you’d use in the pods on the side and then drop out into the world. As I recall we had to remove the interior in the end because of memory limits :frowning:

Early on… if you could get into the enemy command center you could hack it to temporally disable their spawn, but this got really annoying in play tests. :slight_smile:

Super super early on, we had a factory that would produce vehicles, this ended up a bit too much of a bottleneck for gameplay and an unnecessary step, but it was cool for a time :slight_smile:
(as shown in this early released shot):
[/QUOTE]

Thank you for the explanation

edit: u2 DA


(shibbyuk) #75

[QUOTE=Fluffy_gIMp;407040]Super super early on, we had a factory that would produce vehicles, this ended up a bit too much of a bottleneck for gameplay and an unnecessary step, but it was cool for a time :slight_smile:
(as shown in this early released shot):


[/QUOTE]

Cool! Very RTS; can you change the rally point? :slight_smile:

Wasn’t there a way of re-enabling those explosion effects? I’m (somewhat) sure I remember seeing them in action at some point…


(light_sh4v0r) #76

QWTA has similar explosions iirc.


(Humate) #77

So yeh, when are we going to find out about this new pc game?

Indeed, Splash Damage has completely shifted its operations to free-to-play. Its first title to come from WarChest, iOS strategy game Rad Soldiers, is free-to-play, while Splash Damage’s next two games – a PC title later this year and a console game next year – will also both be free-to-play (Wedgwood describes them as “Free-to-plAAA”).
/cough


(BioSnark) #78

Would it now be public if splash damage was working under a publisher?


(.Chris.) #79

Warchest are the publisher. http://www.warchestgames.com/ See the “Secret Game (PC)”

This was announced months ago, http://www.warchestgames.com/news/31/welcome-warchest


(YouAreGood) #80

Pretty cool ideas, but as you guys have noticed - complicates the game in a wrong dimension. Still - such things, and especially when they closely interfere with the “middle” of the way from spawn to obj, can make the game really cool, as cool as they are+.

Its probably too late, to put whole new game on some sort of in-game mechanics, so “generators” “stroggificators” and other stuff would work actually changing the game-world, so for example of “purifier” - you got some river in the middle of your way, it could change colors depending on the objectives status, and be less and less toxic as the team is doing its job :)… tactically cool, especially for things that influence gameplay being based on the side objectives. There is a plenty of possibilities.

And pushing the idea a little bit more a “generator” can be build-up from parts, could have some power-supplies, so you can try making the obj in some other way, instead of destroying it, turn off the lights… or cut the wires on the way between, as the wire would be an “active” part of obj, that “mechanically” works. It’s complicated? It’s intuitive. There could be even such a deal, that after deactivating the reactor(source of power) the generator will still have some backup power supply for say 5 minutes, and in between defending team would be able to regain control of the reactor… Tactically deeper! You can pay 5 mins of map time and in exchange have easier obj, or attack the main one - harder - and have obj done faster. What is more - attacking team can become defending one for a good while :).

To sum it up - complicate the game tactically. That would be awesome, and we know you guys can do this!