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COUP D'ETAT Jagged Alliance Style Game in Progress!

Discussion in 'Works In Progress - Archive' started by Danirey, Mar 23, 2014.

  1. frosted

    frosted

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    Love the rocket launch and the distant impact! You nailed it and there is a weird kind of drama in such a long range shot.

    But you may want to consider cutting a lot of those scenes to like half their length. Simply not enough actually happens in most of the scenes to justify the duration. The 'helmet view' of the guys running is 12 seconds of just running motion with no actual action. For example, this could be a great shot for 1.5-3 seconds not for 12!

    Some of the scenes take so long that you end up sort of forgetting what's happening. I think the idea is that someone shot down a drone, so a team of commandos got sent in. But the length of the cuts sort of makes you forget whats happening since each scene seems more like a stand alone scene then a cut in a montage.

    Still, looks like a promising game!
     
  2. Danirey

    Danirey

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    Hi @frosted,

    You are not the first who see the length thing. I will try to add more shots to those long parts to maintain the music sync. I can't just short them because the music. But indeed some of them are quite long.

    Anyway, thanks for the advice ;)

    I'll keep working... And soon the first playable mission.

    Cheers!
     
    frosted likes this.
  3. frosted

    frosted

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    Audacity is pretty good audio editor - you can crossfade to hide parts you cut out. But if changing music is really out of the question then here are a few ideas you could try:

    Let's say you have the guys running from chopper for 12 seconds.

    Seconds:
    0-3 - helmet camera view
    3-6 - cut to camera view third person
    6-9 - cut to camera view low to ground
    9-12 - cut to distant camera view

    It may take extra time, but if you are going to use this video for promotion then it's worth it! If it is only for game intro then maybe not worth it - gamer will skip intro anyway ;)

    Also, are you planning to do crazy JA2 1.13 inventory system with LBE or more normal inventory system?
     
    Last edited: May 24, 2015
  4. Danirey

    Danirey

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    Hey,

    That's the idea. I will add more shots from different cinematic perspectives and fill that time space.

    Regarding to the inventory, it definitely will not be like the JA2 or wildfire. I like to, but I don' think I could achieve that. Anyway, it will not be an open world, so the inventory system will be I bit more realistic. Each soldier can carry a limited amount of items. The items they carry, will be visible in the back or the legs, like real pistol holster. I'll post a picture with my prototype to show you how cool it looks. One pistol in the leg, two big weapons in the back and one more in use. The weapons you find on each mission, will be usable in that mission, and will be auto added to the armory room in the bunker(the base), to be available for the following missions. You will have room for several grenades or mines or other explosives. And last, but not least, the ammunition will be limited too. I'm still thinking how much or how many types will be, but with the number of weapons I have now(+65), I think there will be quite a lot of different ammo to use.

    I think it will be more like Silent storm, than JA inventory. The main aspect of the game is the aiming system and the rag dolls. Hit an enemy in the leg and he will fall to the ground and get up again in the next turn.hit him between the legs and it will cry of pain... Quite explicit I think... :)

    Cheers
     
  5. Danirey

    Danirey

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    @frosted,

    Here is a preview of the In Game Inventory.
    You can see pick up and throw items, select them in the inventory tab, and the message text in the center on the screen for each action. Feel free to comment.



    Cheers!
     
    AthosK, ZJP and frosted like this.
  6. Tschimbo

    Tschimbo

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    can't wait to try the game! looks great!!
     
    Danirey likes this.
  7. Danirey

    Danirey

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    Thanks mate! Me too :)
     
  8. Danirey

    Danirey

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    Hi guys,

    Here i am with another little update. This time an almost definitive UI for the game. Player info, player selection and inventory. There are contextual panels to perform some actions based on where you click with the mouse. And indicators for path distance and cost and item basic info.

    Hope you like it, and please feel free to comment as always! :D



    Cheers!
     
    AthosK likes this.
  9. AthosK

    AthosK

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    Looking good!
     
  10. Danirey

    Danirey

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    Thanks mate! ;)
     
    AthosK likes this.
  11. Danirey

    Danirey

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    Hi everyone,

    Sorry for all that time without updating. Here is a new Gameplay of the Demo level i'm trying to finish.

    You will find the following features:
    Very Basic Enemy AI.
    Character control.
    Bullet Behaviour.
    Blood splats and bullet decals.
    Basic interaction with objects.
    Ragdoll.
    No post Effects.



    I'll update more regulary now(i hope, but never knows with a full time job.. :p)
    As always, feel free to post any comments.



    Cheers!
     
    genail, Razputin and GameTechnix like this.
  12. Danirey

    Danirey

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    Hi there!

    New little video to show you how the bullet ricochet is... And how a bullet flying sounds like.



    Hope you like it.

    Cheers!
     
  13. Danirey

    Danirey

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    Hi guys!

    Take a look at the new ingame map... ;).



    Cheers!
     
  14. RavenOfCode

    RavenOfCode

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    Impressive game, solid art/animations and the mechanics look pretty detailed.

    Keep up the good work! :D
     
    Danirey likes this.
  15. Danirey

    Danirey

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    Hey!

    Thanks a lot!

    I'll post a cool gameplay soon to see the new features.

    Cheers
     
    RavenOfCode likes this.
  16. Danirey

    Danirey

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    Hi all!

    Here are some cool features added to the game.



    The new version of the map, wich in fact is a satelite/thermal view. The other thing is the special attack for the character LEO. With a machine gun or full auto rifle/pistol/SMG, you can spend your AP's with a cool system to make a sweep shooting. By draging the left mouse button, you can determine the start and, on release, the end point. If green, the path is correct. That means if the path is too short, too long or in a wrong angle, it will be red.
    Also have other corrections that give a better performance. The aim markers change color based on the probability of get the exact hit point, and the enemies animations will change based on the health. Also their decisions are based on the health between other factors.

    In the video, when the character is in prone with the scoped rifle, the markers is orange. That is because is based on the weapon, the distance and the accuracy of the character. Shooting with a sniper at 6 meters is not too good, so it will be a penalty in the aim. (Jagged alliance 2 gave me a lot of ideas :D)

    Hope you like it! ;)

    Cheers!
     
    RavenOfCode likes this.
  17. Degrath

    Degrath

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    I am a huge fan of everything you have done here. the jagged Alliance series has been one of my personal favorites. I am working on a project that I am sort of styling after JA2 and would love to ask you some questions about how you handled certain aspects of your game, especially the real time play with turn based combat.
     
    Danirey likes this.
  18. Danirey

    Danirey

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    Hey,

    I'm glad you like it. Please feel free to ask.

    cheers!
     
  19. Danirey

    Danirey

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    Hi everyone,
    I'm working on a script to add some sort of audio sense to the AI. I'm looking for people to test it. If you are interested, this is the forum thread.

    Cheers!