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PostPosted: Wed Jun 29, 2011 2:34 pm 
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I must say that I found the pre-alpha BRILLIANT, even addictive at this early stage.

You must have noticed a lot of comments said that the pre-alpha had a very battlefield-esque feel. I Agree, and that should be capitalized upon, but your game is NOT Battlefield, and I really believe that you know it, so you don't have to give in to all the requests for planes, tanks and the like, its a game about running with a rifle anyway :D

I do think your background music should be rather subtle to none at all since it keeps the atmosphere that is so enchanting in the pre-alpha, sound effects should be the main focus. I think bad company 2 did this very well, random planes flying, distant explosions, distant gunfire etc. The only problem is that having no BGM can result in a rather sterile experience, especially for singleplayer if the person is playing for a long time.

Next thing that I really liked were the trenches. Its a real pity that the pre-alpha did not feature more of it because they were great, the only problem is that you don't get that "last stand" feel in this kind of open-ended play. Then again, all of it is dynamic and the best moments are really "in the moment". However, I do think that you should have a different map with only trenches, and make it DANGEROUS to leave the trenches (i.e. mounted machine gun, ability to call artillery, gas attack, snipers...), that will be interesting.

For some reason, you game reminded me of WW1, maybe its the trenches. You might like to stick with that for the uniqueness factor (I have heard a number of people calling for unique or non futuristic/modern shooters) and ditch the automatics, that would also make melee more practical since you bothered to include it.

I guess its obvious, but can we have the option to shout commands consciously instead of only automatically while reloading or stuff, having the bots respond would be a nice bonus, I do wish I could say "guard this area" or "CHARGE!", the charge command would be fun.

Once again, thanks a bunch. Great potential, wish I could help you more but I am not very skilled in stuff like coding.


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PostPosted: Wed Jun 29, 2011 3:20 pm 
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Location: Somewhere among the fog, watching you kill the AI.
You should somehow be able to MAKE trenches, like have a crew dig out a pit and then you can transport sandbags to the spot and build up a wall. That'd be nice! :D

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PostPosted: Wed Jun 29, 2011 5:19 pm 
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Yes, being able to dig a trench (not sure it's possible with the engine he is using) or put up sandbag walls would be pretty awesome. He's planning on having a level editor, so you could probably easily make a WW1 style trench warfare thing.

As for music... what are you talking about? This game has music? Where is it? Regardless, if the game did have music I would turn it off. Maybe if my soldier carried an iPod around it would make some sense to have music on, or if bases had loudspeakers spouting music... but otherwise... no... just no...

My friend edited the ambient sounds to make it sound more like a battle was going on outside the playing area, however the sound won't play in game for some reason, despite the other sounds he changed working perfectly fine (and sounding great)

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PostPosted: Wed Jun 29, 2011 5:49 pm 
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Although I'm very much a music guy myself (check out e.g. www.modulaatio.com/quasian, that's my stuff from the past - not saying something like this should be in the game, lol), atm I'm not considering to add music to the game. The sounds in this type of game should be enough, and more sounds are coming too. The farther away battles do not produce any sounds at the moment, but they should make those faint low-pass filtered sounds for the atmosphere that something is happening in the world (and there is).

If you guys try to mod the ambient sounds, make sure they're 44,1khz and 16bit stereo.

For the trenches, there's a new "Center trench" in pre-alpha 0.11. I made it rather quickly but with a few test sessions it was pretty nice to play with (especially the moment when I ended up killing an enemy by stabbing him in mid-air, those rag-doll physics fit to that moment perfectly :) ).

About digging the terrain and creating trench walls, it's not something we will see that soon, but it's something I've paid attention to when choosing the graphics engine and ways to deal with content in the world, so technically it's possible.

Some kind of wider team commanding interface is coming, don't know exactly how it's going to be done or what needs be achieved with it yet.


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PostPosted: Wed Jun 29, 2011 6:07 pm 
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Location: Somewhere among the fog, watching you kill the AI.
pasik wrote:
About digging the terrain and creating trench walls, it's not something we will see that soon, but it's something I've paid attention to when choosing the graphics engine and ways to deal with content in the world, so technically it's possible.


So, what you''re saying is the possibility is already in the game, just not coded yet?

My lord, you are AMAZING.

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PostPosted: Wed Jun 29, 2011 7:14 pm 
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I like the idea of non-automatic weapons. It'd make the knife a more viable option, as well as cut down on the amount of mindless firing I seem to do. Shots would be more valuable, and accuracy would be much more stressed.

I love the ambient sounds, the birds tweeting in the forest and such, and I think music would just take away from the odd sense of realism that's present.

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PostPosted: Wed Jun 29, 2011 8:13 pm 
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Blink wrote:
I like the idea of non-automatic weapons. It'd make the knife a more viable option, as well as cut down on the amount of mindless firing I seem to do. Shots would be more valuable, and accuracy would be much more stressed.

I love the ambient sounds, the birds tweeting in the forest and such, and I think music would just take away from the odd sense of realism that's present.


Basically, I could expose the weapon definitions, so that someone could potentially make a mod with non-automatic weapons. I would be curious too to see how the game plays then. I'm not yet quite ready to say that the core game will go that way though :)


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PostPosted: Fri Jul 01, 2011 12:44 am 
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He's tryied saving it as a 16 bit WAV file at that bitrate but it still doesn't work. When I open the sound in Audacity it says it's a 32 bit file, even the one that comes by default. What are we doing wrong?

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PostPosted: Fri Jul 01, 2011 1:13 am 
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OzyThesage wrote:
He's tryied saving it as a 16 bit WAV file at that bitrate but it still doesn't work. When I open the sound in Audacity it says it's a 32 bit file, even the one that comes by default. What are we doing wrong?


No clue, haven't used Audacity, I'm using something called Wavosaur for the simplest editing cases. Ambient_daytime.wav and _nighttime.wav are 16bit stereo wavs. Actually nighttime is 48khz, but it doesn't matter, both 44,1khz and 48khz are fine, I'd expect also lower sampling rates to work as well. The bits must be 16 I'm quite certain, and there should be two channels as in stereo.


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