I can definitely see the "Close Combat" influence there. The style is very similar - the scale is just a little smaller (more zoomed-in).
From a gameplay point of view, I'd be worried that the level of micro-management required is far too great, considering the number of units under the player's control.
For example, I see that there are weapons which can be picked up - but noone is going to want to micro-manage the equipment of each of twenty soldiers (the small boost in firepower wouldn't be worth the immense tedium).
If the player only had a handful of units (like in "Commandos: Behind Enemy Lines"), then fine - it would be good to be able to switch weapons etc. But when they have a lot of units under their control, and there isn't sophisticated AI and pathfinding (so you can't trust your units to act intelligently without your direct supervision), that pretty much negates the possibility of any real strategy, and you're likely to end up with something more along the lines of "Cannon Fodder".
I can easily imagine a scenario where you have one guy with a flamethrower, and a bunch of others with rifles. You either spend all you time dealing with just the rifles or just the flamethrower, and ignoring the other(s) - or you try and use both together, and your flamethrower ends up torching all his buddies.
Originally Posted by Sketchy I can definitely see the "Close Combat" influence there. The style is very similar - the scale is just a little smaller (more zoomed-in).
From a gameplay point of view, I'd be worried that the level of micro-management required is far too great, considering the number of units under the player's control.
For example, I see that there are weapons which can be picked up - but noone is going to want to micro-manage the equipment of each of twenty soldiers (the small boost in firepower wouldn't be worth the immense tedium).
If the player only had a handful of units (like in "Commandos: Behind Enemy Lines"), then fine - it would be good to be able to switch weapons etc. But when they have a lot of units under their control, and there isn't sophisticated AI and pathfinding (so you can't trust your units to act intelligently without your direct supervision), that pretty much negates the possibility of any real strategy, and you're likely to end up with something more along the lines of "Cannon Fodder".
I can easily imagine a scenario where you have one guy with a flamethrower, and a bunch of others with rifles. You either spend all you time dealing with just the rifles or just the flamethrower, and ignoring the other(s) - or you try and use both together, and your flamethrower ends up torching all his buddies.
You have misunderstood the gameplay here (maybe it's my fault cause in screenshots there are like a platoon of npc's.. just testing the limits ). The only thing an npc friendly (if set to obey you), can do is either follow the player, or move to a direction you are holding with your mouse right(they have a waypoint system but that's not the point). If in follow status, they will prone and run if you do.
In final game i have planned that there is a little special unit, a few guys thrown in the middle of enemy territory. In sandbox beta you can create as many friendly units as mmf2 allows.
In result player is the key here. Friendly npc's might do a devastating damage (as will the enemy), but the player settles the ensemble. I.e. Send your friends to the enemy before yourself.
..and i'll have to add that the gameplay in final game will be pretty free: Choose to sneak around and knife everyone or take MG42, grenades and start blasting. All the mayhem you see in the screenshots isn't necessary.
Edit2: Updated the pictures. Flames are different, react to wind direction and speed, and fire spreads.
Now that i have had some free time, i made the flamethrower and the ability to burn everything that can be burnt done. Some bug fixes and adjustments since it seems that a flamethrower when i made it as realistic i could, seem too overwhelming.
Killed a squad of enemies. They start running around randomly when "in fire" -ratio is high enough. The flamer uses 32 directions only but it doesn't matter since the flame itself is pretty large. All bullet shooting guns use 360° with weapon related accuracy though.
I made burning wood made buildings down possible. Great for smoking enemies out of buildings.
After fire:
The flamer is Flammenwerfer 41, a real german weapon of ww2 produced at 1941.
Any feedback from graphical, and any other aspect of the game.
Btw.. i need a royalty free screaming sound for enemies that run in pain when in in fire. Any sources?
I have this flat green golf field terrain. Any advice how to get it little(just a little) mountanious like in Total Annihilation's 2d maps:
I had the same idea.. the idea crushed down when the stupid fucking program didn't use the light map i made(height map it accepted). Also the program should have a "look at a direct top down view from every pixel" -option.
Maybe there is a way in photoshop to twist the texture. I mean more advanced than scale/rotate/etc.
Do you really need to deform the texture? If you have a lightmap already, can't you just give that a soft light shader effect (either in MMF2 or Photoshop)?
I was thinking about adding something in the project.
What would you think if in some point of the game you'd find a secret nazi superweapon/vehicle? The technology for them would have came from a crashed ufo, or from a nazi time machine. And i have planned a mission where you are in the middle of a nazi biology studying center (human studies) and all the sudden the dead "customers" would wake up as zombies or hostile mutants.. the virus that made it happen came from the crashed ufo/from the future. A little like in Far Cry 1 or Crysis(first normal ww2-wargame, then scifi-ww2-wargame).
Is that something you wouldn't want to see in a war game?
Originally Posted by Chris Donovan It's hard to believe, but the flames look even better. As far as royalty free screams go, by a good mic, and drop a weight on your foot!