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Dev Update (All Aspect Warfare)


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#21 DennyMala

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Posted 19 January 2009 - 02:43 AM

And however the same old rule apply here:

"It's ready when it's ready, and right now it isn't ready."

;-)
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#22 Supreme Cmdr

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Posted 21 January 2009 - 12:52 PM

The new AAW website is up; along with new dev update, shots and such.
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#23 Magnus

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Posted 21 January 2009 - 03:26 PM

I really like the new website, it looks really nice! The developer blog is quite interesting and I really like the interiors (it is true - having no interiors would be quite negative for FPSers!) I am still really looking forward to this, and want a preorder!
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#24 Supreme Cmdr

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Posted 21 January 2009 - 03:35 PM

erm. you can comment over on the blog you know :D
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"Dealing with publishers is like stepping through a minefield. In the dark.
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#25 Magnus

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Posted 21 January 2009 - 05:22 PM

I'll have to look again, when I went to comment it took me to a WordPress login, probably missed the silly registration link.

However it doesn't hurt to archive my excitement here though :D
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#26 Supreme Cmdr

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Posted 21 January 2009 - 06:49 PM

It doesn't matter really.

btw, you can also subscribe to the Blog feed over here: http://feeds2.feedbu...llAspectWarfare
President, 3000AD Inc.
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#27 Supreme Cmdr

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Posted 26 January 2009 - 10:57 AM

The mirrors have started being updated with the links to both the 640×480 and 1280×720 HD versions of the “Hornet’s Nest” game movies. Enjoy!
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#28 Supreme Cmdr

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Posted 06 February 2009 - 12:36 PM

My new dev blog is also up now, along with some new shots from the game.

As promised, I now going to answer some of the questions not covered in the podcast and which I answered over on the AVAULT forum.

Denglade;329739 said:

Hello,

How will the COOP play work? COOP play for me is very important and I
see many game developers neglecting this aspect in their games. COOP is
very important and most people want full COOP support in the SP mode of
the games. So please, make a good COOP experience for us.

Due to the design of the game, you can play both the single player or
multiplayer campaign in CO-OP. On the PC, doing this is not as hard as on
consoles - which usually require split screen and such.

So for us, the CO-OP single player is really just the single player
campaign running in a multiplayer environment. This allows 2-4 players
to go through it. Any available slots is filled by an NPC character.
e.g. the game features four (BRAD, BURKE, LUCAS, STEVE) each with unique
abilities and a specific career. So if you and your friend decide to
play as Brad (Mobile Infantry Marine aka "the heavy guy") and Steve (the
pilot jock), the roles of Burke and Lucas (both Elite Force Marine guys)
will be filled by NPC characters.

In multiplayer CO-OP is just a mode based on the other modes (e.g.
Deathmatch, Team Deathmatch etc); so you can just fill the server with
NPC bots.

Isaac;329684 said:

Will you support the new Nvidea 3D stuff.

uhm no, I'm not into fads.

Xenneth;329673 said:

How do you plan on balancing air and land vehicles
so that one type doesn't completely dominate the other?

There is nothing to balance. The game is based on individual player
skills. Just because a player has access to a vehicle doesn't mean that
he dominate. Especially not when you have guys running around with
weapons of mass destruction. Not to mention that all aircrafts and
gunships have missiles that can take out most vehicles with one hit.

Also, asset use is class based. So e.g. none of the two marine careers can
fly fighters or gunships. And to fly shuttles, they need a very high XP
count - which is only derived through gameplay. Similarly, while the
pilot class (Steve) can fly anything, he also needs sufficient XP in
order to fly higher end fighters and use some vehicles which the marines
are experts at (and thus don't need XP to use). e.g. the pilot cannot
move the Mobile Forward Base. Ever. Only marines can do that.

MetalliMyers;329661 said:

How much flexibility will players have to
"build various in game units such as vehicles, fighters etc"? Will these
"building" persist?

There is no "flexibility" involved. You can only build vehicles and
fighter assets. Not buildings.

You need XP in order to build all types of assets.

Buildings, when destroyed, are rebuilt automatically. So are defense
units such as SAMs (Surface To Air Missile sites) and SALs (Surface To
Air Laser guns)

The entire game world is persistent as long as the server is running. If
the server or multiplayer script resets, everything resets. In single
player, the states are saved in the save game. So when you reload, it is
exactly as you left it.

There is no saving in the multiplayer world. This is not an MMO.

dezztroy;329652 said:

I'm wondering what engine you're using. Did you
make it yourselves?

We develop all our engines in house. Though we license middleware for
audio and networking.

Chip;329647 said:

Did you ever get a Vectrex?

uhm, yah! :D

YuRp;329643 said:

Will there be destructible buildings?

ALL buildings are destructible. You just need the right weaponry. So you
can pretty much flatten an entire base - even in multiplayer. They will
eventually get rebuilt automatically. Or if you don't want to wait the
hour or so for a typical unit to rebuild, players who have enough XP
to use the Portably Repair Unit (which can repair anything) can also go
around rebuilding stuff.

Aurion;329641 said:

Hey, i'm new here too, nice to meet you all.

The games looks nice so far, at least overall, though there are some
issues which bug me, like the terrain or wether you can actually use the
building (like go in, upstair, and into a random room) instead of just
hitting a button to spawn a new vehicle or stuff.

Not sure I understand the question. If the terrain bugs you, there's
nothing that I can do about that.

Aurion;329641 said:

Also the trailers could use some editing, the first two i watched
wheren't that good, and all of them end abrupt. Like, music ending, 2
second break, new track starting, 10 seconds playing, trailer
finished.

They are raw developer videos, not media propaganda. If I thought that
it was important to screw around with editing - only in the interest of
showing only the good parts etc - I'd have had that done.

If you're more concerned about the video edit than in the game, you're
already behind the curve as to who this game is designed for. WAY behind.

FloorMatt;329640 said:

Why have you decided to have such large
maps?

Covered in the podcast.

FloorMatt;329640 said:

Do you plan on releasing it for the PS3 as well?

Not unless someone backs up a truck load of money at my doorstep so I
can outsource that particular nightmare to someone else, no.

Les Grossman;329636 said:

I was curious, is your terrain generation
engine similar to that of Infinity: The Quest for Earth? What I mean to
say is, will it feature totally randomized maps with craters, lakes,
rivers, maps, forests etc? Or will they be randomly generated with a
certain set of perimeters that make sense for the area? What I mean is,
it would be silly to have a forest in a desert, or something like that.

All terrain engines are different. Our game does not feature a random
terrain generator because the game does not call for it. Each section of
the terrain is hand crafted. So there is no danger of seeing a forest in
the middle of a desert. If you have seen the movies and shots, then you
already know that the terrain has very interesting features and very
unique areas.

Zubren;329634 said:

I'm wondering if you will be able to play on LAN
COOP with one CD key, that way in case a buddy doesn't have the game you
can still play on LAN with them. For some reason most games don't
support LAN with one CD key and require each person to own the game,
which can be a pain because it's quite hard to get a good number of
people to all own the same game.

No. Each player will require a copy of the game in order to play. Since
we are using a next-gen DRM scheme, there is zero chance of hacking
around this because each copy needs to authenticate as a unique copy on
the server.

I don't see why this is a pain. What does allowing people without the
game to be able play got to do with their need to buy the game? If you
can find someone to actually play the game, then they should be able to
buy it. If not, there's always the demo - which will not have
multiplayer in any way, shape or form. It is a single player only demo.
President, 3000AD Inc.
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"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"

#29 RichardCranium

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Posted 06 February 2009 - 10:18 PM

View PostSupreme Cmdr, on Feb 6 2009, 11:36 AM, said:

Not unless someone backs up a truck load of money at my doorstep so I
can outsource that particular nightmare to someone else, no.

I'm glad I had finished my beer before reading that one. It's always a pity to waste beer by spitting it on the screen while LMFAO.
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#30 Supreme Cmdr

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Posted 13 February 2009 - 05:25 PM

New dev blog is up at www.allaspectwarfare.com along with 60 new shots from the game. Enjoy!

EDIT: All dev related comments should be made on the blog comment pages. As always, stupid comments will be deleted on sight.
President, 3000AD Inc.
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"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"

#31 Supreme Cmdr

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Posted 23 February 2009 - 01:38 PM

New dev blog is up
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Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"

#32 Supreme Cmdr

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Posted 17 April 2009 - 10:24 AM

The latest dev blog is up.
President, 3000AD Inc.
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"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"

#33 Supreme Cmdr

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Posted 28 April 2009 - 01:01 PM

The latest dev blog is up.
President, 3000AD Inc.
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"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"

#34 Supreme Cmdr

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Posted 13 May 2009 - 09:48 AM

The latest dev blog and 132 new shots is up.
President, 3000AD Inc.
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"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"

#35 Supreme Cmdr

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Posted 26 May 2009 - 07:49 AM

The latest dev blog and a bunch of new shots is up.
President, 3000AD Inc.
Designer/Lead Developer
The Battlecruiser Series

"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"

#36 Supreme Cmdr

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Posted 10 June 2009 - 06:59 AM

The latest dev blog and a bunch of new shots is up.
President, 3000AD Inc.
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"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"

#37 Supreme Cmdr

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Posted 07 August 2009 - 11:50 AM

The latest dev blog and a bunch of new shots is up.

This is last time that I'm posting this here. Please subscribe to our Twitter feed for regular updates.
President, 3000AD Inc.
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"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"




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