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Off-Topic Discussion For all discussions not related to PR. No Spam. |
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#31 | |
![]() ![]() Join Date: Jul 2009
Posts: 1,881
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Location: Louisville KY
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Post launch our first two objectives will be streamlining Steam workshop integration and building our in-game editor that also features an integrated scripting language, so that way you can build script modifications that don't require booting up UE4 and screwing with blueprints. | |
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#32 |
PR:BF2 Lead Developer
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Have you considered a stance system similar to Arma 3? I know a lot think it is a bit clunky, but having all those in between stances instead of just prone, crouched and standing really helps to utilize cover.
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![]() Mineral: TIL that Wire-guided missiles actually use wire
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#33 |
![]() ![]() Join Date: Jul 2009
Posts: 1,881
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Location: Louisville KY
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Man we're just trying to get the first version of the game out lol so more advanced features we're not discussing at this moment. Nothing is off the table though, but we're just taking this project one release at a time.
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#34 |
PR:BF2 Lead Developer
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It is time to return all those crazy suggestions we got over the years and you have no "its hardcoded" excuse
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![]() Mineral: TIL that Wire-guided missiles actually use wire
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#35 |
![]() Join Date: Sep 2009
Posts: 2,684
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Get on the project mats
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#36 |
![]() ![]() Join Date: Jul 2009
Posts: 1,881
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Location: Louisville KY
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Last edited by Bluedrake42; 2021-01-16 at 14:15..
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#37 |
![]() ![]() Join Date: Jul 2009
Posts: 1,881
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Location: Louisville KY
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Finishing up our squad management and deployment menus this week.
![]() Very similar to Project Reality of course, but with some "improvements" that I've always wanted. Kit restrictions are more clear, and have messages that explain why each kit is restricted. Hoping this will help new players understand the restriction system better. I've never really understood the "page" system that Hell Let Loose and other games have. I enjoy having both the squad, deployment, and equipment selection menus on the same page. I'm hoping this implementation will be familiar to Project Reality players, but still extremely straight-forward and accessible. Additionally, squads are divided up into platoons. Platoons dynamically change depending on which vehicle assets are available on the map. so for instance if armor is available, then the armored platoon becomes available. Each platoon has its own vehicle and equipment restrictions as well. I thought this would be a clean way to still keep vehicles exclusive to their respective squad types, without making things too restrictive and confusing. More updates to come. |
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#38 | |
![]() Join Date: Sep 2011
Posts: 305
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#40 |
![]() ![]() Join Date: Jul 2009
Posts: 1,881
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Location: Louisville KY
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![]() First iteration of the squad management system is complete. Well more specifically there are two categories now. You have your normal squads, and then you have squad divisions or platoons (we haven't settled on which to name them yet.) Each platoon is specific to certain assets, yes. So in order to get an asset, you have to be in the correct platoon. This will of course only matter for heavy assets. |
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