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Topic: Coup d'état Release Thread

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30 JUN 2011 at 4:11pm

jeubank

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[align=center][size="0"][/align] [h1] [align=center][size="5"]Coup d'état    [/align] [/h1] [size="0"]    [size="2"]Information:    [size="2"] This thread will be edited / updated with every new release of Coup d'etat. A Jagged Alliance Remake.  (Dont like the name? Come up with something else). I  will also Be posting Changelogs / updates through this thread.  A download link will always be at the bottom.[size="2"]    [size="2"] [size="2"]    [size="2"]Criticism, Complains, Opinions, Ideas etc are always welcome. Artists, Programmers, even more welcome!    [size="2"]Planned Release of 0.1 is 4th of July!    **************************IMPORTANT**************************************** This "Game" has no such thing as "Polish" in it. its rudimentry. Its a proof of concept.. its.. a blah. However, it may go Open-Source [size="0"]    Planned Features for 0.1:    [size="0"]        - Working  menu    - Overhead Screen    - Initial Overhead Map Construction completed    - Laptop for new player / MERC recruitment / MISC Information working    - Turn-Based Tactical Map for Drop-off Point (Sector "A1")    - Initial Enemy AI    - Initial Player features: Run, walk, crouch, Shoot, Reload, Pick up object, etc    - Initial Combat    [size="0"] Coup d'etat Features:    - Turn-Based Tactical Team-Based Strategy    - Overhead Map Strategy    - Diplomacy of 3 seperate factions    - True to Jagged Alliance Game Mechanicss    - RPG Elements / Squad Personalities    - Vechicle Use    [size="0"]- More to Come (But lets get a working demo up first)    [size="0"]        [size="0"]News:    [size="0"]    June 30th -   Created Thread Post |  Main Menu Construction / Splash Screen finished. (Will work on Options for graphics, and start work on the overhead map + Laptop interaction)        [size="0"]        [size="0"] ==================================    Changelog 0.002    ==================================        Major Additions/Changes:   - Addeded Back button to get to main menu and quit - changed Overhead Map / Laptop setup - Grid Highlight Working - Changed Grid Lines - Each Sector has this cool ability. It OWN DATA! which we can populate with, special buildings, towns, # of mercs, # of Items in sector, etc... so the overhead map will tell you what is there as we go. [size="0"] Other Additions/Changes:   - Rough idea on how the laptop / overhead map section should work. (zoom in / out between the two) ==================================    Screenshots    ==================================    [image]http://i53.tinypic.com/2cg27wy.png[/image]    ==================================    Download Link & Instructions    ==================================    Download Link: http://www.megaupload.com/?d=UPWGRRTP Instructions: To play the "Game" (If you can call it that yet) --- Unextract the .rar file, put all files in the same folder, and double click the .exe no install necessary. To quit the game - ALT-TAB Out or at the main menu screen - hit Load, Options, or Quit.

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30 JUN 2011 at 4:12pm

Azzurri

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Your dadddy would be proud!

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30 JUN 2011 at 4:13pm

jeubank

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haha

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30 JUN 2011 at 7:09pm

jeubank

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Update 0.001    (feel the progress) Kind of a quick run through. The initial Screen for the overhead map... Couple of questions. Would something like this work? They click the Laptop for the management aspects, they pull away from the laptop and goto the Overhead map, where they can give orders? (Then of course, zoom in if need be) Download Link: [link]http://www.megaupload.com/?d=P85SD4VX[/link]

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30 JUN 2011 at 7:25pm

Staggerwing

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How far have you gotten with the initial screens? Load and Options close the game and New brings me to the laptop which highlights when I mouse over but nothing after that. Is the thing on the left a model of an island?

Wit Ye further, or how...?

-Voluspa (Poetic Eddas)

 

 

 

 


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30 JUN 2011 at 7:53pm

jeubank

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Originally Posted By Staggerwing
How far have you gotten with the initial screens? Load and Options close the game and New brings me to the laptop which highlights when I mouse over but nothing after that. Is the thing on the left a model of an island?
Right - the "Thing" on the left is a model of the map - which im doing as we speak, and im laying out the Grid as well, with highlighting. this is as far as i got
In Jagged Alliance 2, you just have 1 screen with a small map / a laptop button to go between the two management functions. I was thinking along the lines of a 3D interface, inside an office. What do you guys think? Preview: [IMG]http://i55.tinypic.com/13zpwt1.png[/IMG]

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30 JUN 2011 at 8:17pm

Staggerwing

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I was thinking along the lines of a 3D interface, inside an office. What do you guys think?
Looks good! Is it supposed to be a hologram of sorts? That would open up the game to some very-near-future tech and hypothetical storyline ideas such as:  'Warfare Outsourcing LLC' vs 'Kriegsführung Ausgliederung GMBH' : It's Just Business...

Wit Ye further, or how...?

-Voluspa (Poetic Eddas)

 

 

 

 


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30 JUN 2011 at 8:32pm

jeubank

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Hmmm --- Interesting Idea

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30 JUN 2011 at 8:40pm

jeubank

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=============== update Version 0.002 =============== - Added Back button to get to main menu and quit - changed Overhead Map / Laptop setup - Grid Highlight Working - Changed Grid Lines - Each Sector has this cool ability. It OWN DATA! which we can populate with, special buildings, towns, # of mercs, # of Items in sector, etc... so the overhead map will tell you what is there as we go. Download Link: http://www.megaupload.com/?d=UPWGRRTP

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30 JUN 2011 at 8:56pm

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I never played any form of JA or similar game. I have been on several beta teams. I'll help if you should choose go that route. I suggest reading the posts from that other guy about designing your own game, lol Get the AI done first.

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30 JUN 2011 at 9:02pm

jeubank

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Originally Posted By junk2drive
I never played any form of JA or similar game. I have been on several beta teams. I'll help if you should choose go that route.    I suggest reading the posts from that other guy about designing your own game, lol Get the AI done first.
I have initial AI laid out. Includes Pathfinding, health checks / # of players seen / # of Player's seen "Health" (this to decide whether to run or fight, or take cover.. etc) I played around with it, with a bunch of cubes. Works decent enough for initial combat i suppose. Always tweak or rebuild it as we go However, I am not an AI guy. As this is a one man show - I hope to get help from the Wargamer community


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30 JUN 2011 at 11:32pm

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Check out some of these sights--especially Jeff Orkin's-as he's released the sourcecode of the A.I. used in F.E.A.R--which was pretty good--since your using unity and c# you should be able to use a lot of it as a good base. http://aigamedev.com/ -  Great resource on AI http://www.gameai.com/ -  A very decent collection of AI articles. http://ai-depot.com/ -  Another site devoted on AI articles http://www.ai-junkie.com/ -  Easy to follow tutorials on FSMs, GAs and NNs http://www.gamedev.net/community/forums/forum.asp?forum_id=9 -  One of the biggest AI forums http://www.jorkin.com/ -  The creator of F.E.A.R. AI http://www.ai-blog.net/ -   AI Programmers chatting it up in a blog http://www.aiwisdom.com/byresource_aiwisdom.html - books available http://web.archive.org/web/20051121235555/www.lupinegames.com/articles/prac_ai.html - a good guide with code samples http://www.gilgameshcontrite.com/Computer_AI/pages/index.html - articles focused on the current state of AI in wargames. BTW since you've made me grandpa 4 times frickin' over have you discovered the pleasures of oral sex yet?! Just heard your oldest sister is now pregnant too! What-you guys having a frickin' contest going on or something?

 

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30 JUN 2011 at 11:37pm

jeubank

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Hey, arent you suppose to be in bed? its way passed your bed time! Old people need to sleep at 9pm - I'll check out the AI stuff. Bookmark it and what not, however, Im just trying to get the foundation finished up, so I can work on a Tactical Map for a few days. I also have a few destructible objects, including walls, doors, windows, etc. The Windows glass breaks away based upon physics, trajectory, and force. Though i didnt write it. Someone from Unity did. Pretty nifty stuff. I hope to adapt the same logic, for Weapon damage / accuracy as well. The math looks complex, but shouldnt be to hard. Also, tommorow - cant work on it to much. Already have 2 jobs lined up, thinking a 3rd as well. however, Tommorow I'll release a more polished up version of the menu, a options screen working (cause its working now on my computer), and hopefully, some Interaction with the laptop and Map

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30 JUN 2011 at 11:41pm

jeubank

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Another big obstacle. Real life Bullets/Weapons - Go through walls all the time. Especially Stucco. What I really would like, is someone to point me to some data about --- the caliber of the bullet and what weapon is shooting it (For force/speed variables). If your in a plaster/wood house/hut/building.. hiding behind a window laying  down... that individual should be able to shoot through that wall. Arma 2 does this.. Also, a couple of other games. Like Combat Mission (I heard). Would also like to implement this sort of feature in the future

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30 JUN 2011 at 11:41pm

ghostryder

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Yeah breakables and destructables would be cool--

 

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30 JUN 2011 at 11:42pm

jeubank

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Oh yeah, the topic of Oral Sex.. umm.. She is restricted to oral sex for another 8 weeks. so thats all i get! HA!

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30 JUN 2011 at 11:49pm

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poor guy   [sm=groovy.gif] Some interesting death animations would be cool too---ala...a arm get's blow off....etc etc...ragdoll, physics and such....Unity can do it.

 

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1 JUL 2011 at 12:13am

jeubank

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Yeah - would be nice if you lent a hand a providing some artwork / animation / soundfx / programming too! Sneak Peak for tommorow: [IMG]http://i52.tinypic.com/2u9rbxj.png[/IMG]

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1 JUL 2011 at 7:25am

junk2drive

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Can you give any details to gameplay? I ask because of Team Assault. I followed the website and forum as they released details. WWII squad level turn based game. Then they did an AAR. Every turn you get purchase points and buy troops to replace losses. That turned me off. Maybe if it was a fantasy game I wouldn't mind but in a somewhat historical WWII theme game, it doesn't seem right.

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2 JUL 2011 at 6:31am

junk2drive

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I mentioned Team Assault and then saw this today http://www.rockpapersho...ns-interview/#more-64698 I played a lot of RTS years ago until I felt too old to keep up with real time. I then played hex or square IGOUGO games but always see the shortcomings of turn play. I then played mostly Combat Mission and Panzer Command which are WEGO. Team Assault is turn based but has some system that sounds like an initiative determination, so that you don't know which side will go first in the next turn. The link above sounds like WEGO but I haven't watched the videos yet.

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2 JUL 2011 at 6:55pm

jeubank

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Had hard-drive failure today. Had to reinstall windows / all that good stuff ----> anywho, i'll release a new update tommorow sometime

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2 JUL 2011 at 9:23pm

junk2drive

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That excuse may work with your boss but... Just kidding, you probably fried it with all your coding.

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2 JUL 2011 at 9:44pm

jeubank

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lol - nah. Laptop HDD was dying prior, just hadnt replaced it yet. It finnaly just died. Had to get a new one

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3 JUL 2011 at 10:54pm

jeubank

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Okay - just got Unity / 3ds max installed, look forward to update soon


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4 JUL 2011 at 5:35am

Staggerwing

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Do you use an online backup service? I need to set up something very simple, very cheap, and very idiot-proof.

Wit Ye further, or how...?

-Voluspa (Poetic Eddas)

 

 

 

 


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