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Re: Red Alert: FPS [message #483725 is a reply to message #483723] Tue, 01 October 2013 04:21 Go to previous messageGo to next message
reborn is currently offline  reborn
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EvilWhiteDragon wrote on Tue, 01 October 2013 07:16

Just a question... Do you have any clear design goals for RA:FPS? Maybe even a kind of planning? Something that gives a bit of direction in its development?


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Re: Red Alert: FPS [message #483726 is a reply to message #483723] Tue, 01 October 2013 04:40 Go to previous messageGo to next message
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EvilWhiteDragon wrote on Tue, 01 October 2013 07:16

Just a question... Do you have any clear design goals for RA:FPS? Maybe even a kind of planning? Something that gives a bit of direction in its development?


Take a look at TCW, that kinda sums up how this will end up. lol.


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Re: Red Alert: FPS [message #483727 is a reply to message #483472] Tue, 01 October 2013 04:43 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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You know nothing of what is being done internally for TCW Wink

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Re: Red Alert: FPS [message #483728 is a reply to message #483727] Tue, 01 October 2013 05:12 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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zunnie wrote on Tue, 01 October 2013 13:43

You know nothing of what is being done internally for TCW Wink

No we don't. The question is whether you do... Which you still haven't answered.


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Re: Red Alert: FPS [message #483729 is a reply to message #483472] Tue, 01 October 2013 05:26 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Well obviously as one of the founders of the game i know what is going on there. Except this topic is about RA:FPS and not TCW.

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Re: Red Alert: FPS [message #483730 is a reply to message #483729] Tue, 01 October 2013 07:16 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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zunnie wrote on Tue, 01 October 2013 14:26

Well obviously as one of the founders of the game i know what is going on there. Except this topic is about RA:FPS and not TCW.
You still haven't answered what your plans are for RA:FPS.

And trust me, a lot of founders or high-level executives don't know what's going on in their organisation, so I wouldn't be at all surpriced if that'd be the case for RA:FPS (and/or TCW), nor is it obvious.

Edit: you were the one that diverted towards TCW btw, Xpert just took it as an example for what he suspects is happening here as well.


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[Updated on: Tue, 01 October 2013 07:17]

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Re: Red Alert: FPS [message #483734 is a reply to message #483472] Tue, 01 October 2013 14:09 Go to previous messageGo to next message
Mauler
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As the guy making TCW. I can tell you know that I prefer the development private till I feel the time is ready.. TCW is far from dead. And last time I checked you guys aren't developers for TCW, So why act like you know what is going on?
Re: Red Alert: FPS [message #483735 is a reply to message #483722] Tue, 01 October 2013 14:55 Go to previous messageGo to next message
dubstar is currently offline  dubstar
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zunnie wrote on Tue, 01 October 2013 04:04

http://www.indiedb.com/games/red-alert-fps/news/red-alert-fps-dev-blog-01



Thumbs Up

[Updated on: Tue, 01 October 2013 14:56]

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Re: Red Alert: FPS [message #483737 is a reply to message #483734] Tue, 01 October 2013 15:14 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Mauler wrote on Tue, 01 October 2013 23:09

As the guy making TCW. I can tell you know that I prefer the development private till I feel the time is ready.. TCW is far from dead. And last time I checked you guys aren't developers for TCW, So why act like you know what is going on?

Well, keeping development internal is one thing, we're just asking for general design goals for RA:FPS (and now TCW). That's not that hard now is it? When would you call TCW (or RA:FPS) v1 done?


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Re: Red Alert: FPS [message #483741 is a reply to message #483734] Tue, 01 October 2013 16:23 Go to previous messageGo to next message
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Mauler wrote on Tue, 01 October 2013 17:09

As the guy making TCW. I can tell you know that I prefer the development private till I feel the time is ready.. TCW is far from dead. And last time I checked you guys aren't developers for TCW, So why act like you know what is going on?


I've never understood this intense secrecy surrounding mods. You guys aren't going to have more than 15 to 20 players at most when/if it releases. You're not ginning up any interest in this based on the fact that APB has already gone where you've just begun to go. It's not like you're going to magically draw players to play the same thing they already played from 2003 to 2013. You do realize that 11 years have passed since I started working on APB? Do you think those thousands of players who played during that decade are going to come back for this? Do you think there are enough players to bother modding this dead game?

Go learn Unreal and make something that people will care about, and for fuck's sake post your work on Polycount so you get some actual feedback to improve instead of just people going "HURRDURR IT ARE AEWSUM!!!1"

[Updated on: Tue, 01 October 2013 17:25]

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Re: Red Alert: FPS [message #483745 is a reply to message #483741] Tue, 01 October 2013 23:13 Go to previous messageGo to next message
Mauler
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Aircraftkiller wrote on Tue, 01 October 2013 17:23


I've never understood this intense secrecy surrounding mods. You guys aren't going to have more than 15 to 20 players at most when/if it releases. You're not ginning up any interest in this based on the fact that APB has already gone where you've just begun to go. It's not like you're going to magically draw players to play the same thing they already played from 2003 to 2013. You do realize that 11 years have passed since I started working on APB? Do you think those thousands of players who played during that decade are going to come back for this? Do you think there are enough players to bother modding this dead game?

Go learn Unreal and make something that people will care about, and for fuck's sake post your work on Polycount so you get some actual feedback to improve instead of just people going "HURRDURR IT ARE AEWSUM!!!1"


I do it for sheer enjoyment, I don't plan to be a hardcore professinal developer like you.. And I have worked with newer editors like UDK, Hammer and Cryengine..

I don't intent to bring back the thousands of players back, but I would like to create things and provide some fun to existing players we got..I could care less about players ingame... it's all about creating something I can play with members of MPF or whomever wishes to play..

P.s there is no secrecy.. why would I show off things that aren't even complete.. And what does it matter RAFPS is going off the same idea as APB.. who cares, no need to make it a big issue lol

[Updated on: Wed, 02 October 2013 01:01]

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Re: Red Alert: FPS [message #483746 is a reply to message #483472] Tue, 01 October 2013 23:49 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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What Mauler said Smile

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Re: Red Alert: FPS [message #483747 is a reply to message #483472] Wed, 02 October 2013 00:31 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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And still we have no clue where you want to go with RA:FPS or TCW.

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Re: Red Alert: FPS [message #483748 is a reply to message #483472] Wed, 02 October 2013 00:46 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Isn't it obvious what it will be?

Quote:


This game is all about Command and Conquer: Red Alert suited in an FPS environment.
We will work out all units, buildings and assets as much as we can to make it ejoyable for everyone.

Play with the technician as your spawn character in the buildings of the Red Alert universe where you can purchase more advanced units after your first Ore Truck deposit.
On our server suitable for 75 players, hosted on an 8 core Xeon 3.6 GHz with 16GB RAM, work as a team and organize rushes, through tactics and lead your team to victory with a broad range of units such as the Allied Light Tank, Allied Medium Tank, Soviet V2, Soviet Heavy Tank and the Soviet Mammoth Tank.
Also available are the Demolition Trucks and the Superweapon Atomic Bombs for those big explosions getting rid of any enemy unit or structure in a blast.

The game will have dynamics such as 'tied to structure purchase options' meaning you lose purchase items as buildigns are destroyed, and of course the always fun 'manual ore harvesting' we all love to do.
Choose your character, drive, fly or glide your vehicle/aircraft/boat and conquer your enemy Red Alert style Smile


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Re: Red Alert: FPS [message #483749 is a reply to message #483748] Wed, 02 October 2013 01:24 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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zunnie wrote on Wed, 02 October 2013 09:46

Isn't it obvious what it will be?

Quote:


This game is all about Command and Conquer: Red Alert suited in an FPS environment.
We will work out all units, buildings and assets as much as we can to make it ejoyable for everyone.

Play with the technician as your spawn character in the buildings of the Red Alert universe where you can purchase more advanced units after your first Ore Truck deposit.
On our server suitable for 75 players, hosted on an 8 core Xeon 3.6 GHz with 16GB RAM, work as a team and organize rushes, through tactics and lead your team to victory with a broad range of units such as the Allied Light Tank, Allied Medium Tank, Soviet V2, Soviet Heavy Tank and the Soviet Mammoth Tank.
Also available are the Demolition Trucks and the Superweapon Atomic Bombs for those big explosions getting rid of any enemy unit or structure in a blast.

The game will have dynamics such as 'tied to structure purchase options' meaning you lose purchase items as buildigns are destroyed, and of course the always fun 'manual ore harvesting' we all love to do.
Choose your character, drive, fly or glide your vehicle/aircraft/boat and conquer your enemy Red Alert style Smile


Well, I was expecting *some* differential power from APB to be there. I guess I was hoping for too much Sarcasm


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Re: Red Alert: FPS [message #483750 is a reply to message #483472] Wed, 02 October 2013 01:52 Go to previous messageGo to next message
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Random team types at the start of the map, with unique structures and units based on that team type being available would be a cool dynamic.

For example, one team might start as France and the other side as Cuba.

I know that really that's RA2, but it's still something that might interest you if you're not going to strictly stick to a direct translation.

Imagine playing the same map 10 times, but it's a different dynamic every time you played it, with different structures and units.

Will you introduce the Yak and MiG? Seeing the attack dog and kennel would be cool (even if they are just bots)!
I also miss the sand bag walls and chain link fences.



Re: Red Alert: FPS [message #483751 is a reply to message #483472] Wed, 02 October 2013 01:53 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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You'll have to wait and see sometime in the near future.
We're not going to enclose everything we plant to do just yet.

We are still working out a lot of things: code, max, textures, sound, etc. but we are making progress every day.


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Re: Red Alert: FPS [message #483752 is a reply to message #483751] Wed, 02 October 2013 03:10 Go to previous messageGo to next message
ehhh is currently offline  ehhh
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you're making it secret, but 80% of the people who play it are devs anyway

seems legit
Re: Red Alert: FPS [message #483753 is a reply to message #483752] Wed, 02 October 2013 03:28 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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ehhh wrote on Wed, 02 October 2013 12:10

you're making it secret, but announce it anyway and 80% of the people who play it are devs anyway

seems legit

TIFI4U


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Re: Red Alert: FPS [message #483754 is a reply to message #483472] Wed, 02 October 2013 03:41 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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A render of the to be Allied Anti Air defense by ImperialKaskins:

http://www.red-alert-fps.com/images/development/anti_air/allied_antiair_300t.png


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Re: Red Alert: FPS [message #483758 is a reply to message #483748] Wed, 02 October 2013 06:00 Go to previous messageGo to next message
OWA is currently offline  OWA
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zunnie wrote on Wed, 02 October 2013 08:46

Isn't it obvious what it will be?

Quote:


This game is all about Command and Conquer: Red Alert suited in an FPS environment.
We will work out all units, buildings and assets as much as we can to make it ejoyable for everyone.

Play with the technician as your spawn character in the buildings of the Red Alert universe where you can purchase more advanced units after your first Ore Truck deposit.
On our server suitable for 75 players, hosted on an 8 core Xeon 3.6 GHz with 16GB RAM, work as a team and organize rushes, through tactics and lead your team to victory with a broad range of units such as the Allied Light Tank, Allied Medium Tank, Soviet V2, Soviet Heavy Tank and the Soviet Mammoth Tank.
Also available are the Demolition Trucks and the Superweapon Atomic Bombs for those big explosions getting rid of any enemy unit or structure in a blast.

The game will have dynamics such as 'tied to structure purchase options' meaning you lose purchase items as buildigns are destroyed, and of course the always fun 'manual ore harvesting' we all love to do.
Choose your character, drive, fly or glide your vehicle/aircraft/boat and conquer your enemy Red Alert style Smile



Sounds like APB to me. What's going to be different that will make me want to play RA:FPS instead of APB?


Re: Red Alert: FPS [message #483759 is a reply to message #483472] Wed, 02 October 2013 06:11 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Gameplay..

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Re: Red Alert: FPS [message #483760 is a reply to message #483759] Wed, 02 October 2013 06:26 Go to previous messageGo to next message
OWA is currently offline  OWA
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zunnie wrote on Wed, 02 October 2013 14:11

Gameplay..

I was hoping that you could convince me a little more than that, but whatever floats your boat I guess.

I'm not sure how different you can really make it to be honest, seeing as both games have C&C mode as their primary game-type.

I guess you could tweak the balance a bit and implement certain units differently, but at the end of the day there's no denying that the two projects are really quite similar.


Re: Red Alert: FPS [message #483762 is a reply to message #483472] Wed, 02 October 2013 08:14 Go to previous messageGo to next message
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Do you guys even have jobs?
Re: Red Alert: FPS [message #483763 is a reply to message #483759] Wed, 02 October 2013 09:08 Go to previous messageGo to previous message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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zunnie wrote on Wed, 02 October 2013 15:11

Gameplay..

If it's limited to gameplay... wouldn't it be more sensible to create a mod of APB? APB:revisited or something?


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