Merc Alliance [TBA]
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Auran13




Posts: 385

PostPosted: Tue, 3rd May 2022 06:19    Post subject: Merc Alliance [TBA]
Progress on my remake here if anyone is interested

keep in mind im one man who didnt even know how to use unreal engine 6 months ago Razz

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HubU
VIP Member



Posts: 11310

PostPosted: Sat, 7th May 2022 10:10    Post subject:
That's awesome, man! Surprised
Keep on truckin'! Smile


"Music washes away from the soul the dust of everyday life." ~Berthold Auerbach
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Mercostol




Posts: 132

PostPosted: Sat, 7th May 2022 10:39    Post subject:
looks great, keep it up
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Auran13




Posts: 385

PostPosted: Sat, 7th May 2022 11:25    Post subject:
Thanks men, im too far in to give up now despite a real JA3 coming.

Will post a playable link when ive cleaned it up more
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Auran13




Posts: 385

PostPosted: Sun, 29th May 2022 08:37    Post subject:




Couple of updates with a download link if anyone wants to try it
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blackeyedboy




Posts: 9917
Location: Transylvania
PostPosted: Sun, 29th May 2022 12:04    Post subject:
Will you go on Steam with Early Access?


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
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Auran13




Posts: 385

PostPosted: Sun, 29th May 2022 17:24    Post subject:
blackeyedboy wrote:
Will you go on Steam with Early Access?


Well its already free to play and probably always will be cos im an ametuer haha but any money i can get will go straight into the game!
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riptide77




Posts: 2114

PostPosted: Sun, 29th May 2022 21:39    Post subject:
I doubt he can do that while using Jagged alliance assets.


-=the wandering pillow stuffer=-
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Auran13




Posts: 385

PostPosted: Mon, 30th May 2022 04:20    Post subject:
riptide77 wrote:
I doubt he can do that while using Jagged alliance assets.


this is also true, i wonder about the 15yr old assets but with JA3 coming i can expect trouble ha

but my goal with this really its to just remake the engine and then release it free and open source to modders, i dont have the skill for graphics/sound/animation etc
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riptide77




Posts: 2114

PostPosted: Mon, 30th May 2022 08:43    Post subject:
Don't forget to advertise on the Bear's pit forums then! I'm sure people will be interested in your engine. You may even get some people to help you with your project.


-=the wandering pillow stuffer=-
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Auran13




Posts: 385

PostPosted: Mon, 30th May 2022 10:03    Post subject:
riptide77 wrote:
Don't forget to advertise on the Bear's pit forums then! I'm sure people will be interested in your engine. You may even get some people to help you with your project.


already there and hoping but its pretty quiet there these days
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Auran13




Posts: 385

PostPosted: Wed, 15th Jun 2022 07:31    Post subject:


mostly bug fixes and cleanup but its coming along

new features are the temporary mod interface and stamina/knockdown system
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Auran13




Posts: 385

PostPosted: Fri, 19th Aug 2022 04:36    Post subject:
HubU wrote:
Looking fucking neat! Way better than expected.
What's this strange feeling I'm getting? Is it, dare I say it... hype?

EDIT: @Auran13 looking GREAT, man! Keep on posting updates (or make a seperate thread?). I think I speak for everyone when I say I'm loving your work Smile


Thanks mate, didnt wanna totally hijack the thread, there are more updates on my youtube channel.

lately just been under the hood trying to fixup, cleanup make more modular and right now doing some AI work so its not too flashy stuff
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HubU
VIP Member



Posts: 11310

PostPosted: Fri, 19th Aug 2022 05:02    Post subject:
Auran13 wrote:


Thanks mate, didnt wanna totally hijack the thread, there are more updates on my youtube channel.


Are you kidding me? Thank you!

Auran13 wrote:

lately just been under the hood trying to fixup, cleanup make more modular and right now doing some AI work so its not too flashy stuff


Any chance you could share a dl link? I'd gladly give it a try!
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Auran13




Posts: 385

PostPosted: Fri, 19th Aug 2022 05:30    Post subject:
HubU wrote:
Auran13 wrote:


Thanks mate, didnt wanna totally hijack the thread, there are more updates on my youtube channel.


Are you kidding me? Thank you!

Auran13 wrote:

lately just been under the hood trying to fixup, cleanup make more modular and right now doing some AI work so its not too flashy stuff


Any chance you could share a dl link? I'd gladly give it a try!


there are older links on my youtube videos, i'll try and upload a new version toady.

I do really need playtesters haha
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Auran13




Posts: 385

PostPosted: Sun, 4th Sep 2022 10:10    Post subject:
HubU wrote:
Looking fucking neat! Way better than expected.
What's this strange feeling I'm getting? Is it, dare I say it... hype?

EDIT: @Auran13 looking GREAT, man! Keep on posting updates (or make a seperate thread?). I think I speak for everyone when I say I'm loving your work Smile


heres a link to the latest version, its actually in a weird state right now as ive been making massive changes which arent finished but im away for a few days so if i didnt release now it would be a while.

appreciate any feedback!

https://drive.google.com/file/d/1IZnVMpdQXnrByaIhXIaFNxZCp5J_bIry/view?usp=sharing
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Auran13




Posts: 385

PostPosted: Mon, 19th Dec 2022 12:16    Post subject:


still plugging away even though JA3 actually hopefully looks good!
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ixigia
[Moderator] Consigliere



Posts: 65037
Location: Italy
PostPosted: Mon, 19th Dec 2022 23:00    Post subject:
Created a new thread so that we keep things tidy and organized. @Auran13 feel free to rename it as you see fit, and best of luck! Keep up the good work
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HubU
VIP Member



Posts: 11310

PostPosted: Tue, 20th Dec 2022 00:40    Post subject:
I did played it, and, first of all, you're doing a fantastic job!

But of course, I'm sure you expect positive criticism (just by playing Drassen Airport):

CONS:

-LOS is messy, even turning around with a guy like Shadow doesn't properly reveal the threat until it interrups and, well bursts you into oblivion Razz

-You have a poor sense of your available/spent APs, in term of potential

-Controls are confusing, and the UI unclear

(this one I'm not 100%, but it seems that the CTH is a bit off the charts

PROS:

-Great and on point asset uses in terms of voices and such

-Servicable character creation


An incredible one-man team job all around. What a job to be proud of!
But there's a lot of work left to be done, leaving me ashamed I can't contribute to it.

Awesome job and progress, and for an Alpha, this is promising. Keep at it!
Congrats!

To use the Queen's words:



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Auran13




Posts: 385

PostPosted: Tue, 20th Dec 2022 04:29    Post subject:
HubU wrote:
I did played it, and, first of all, you're doing a fantastic job!

But of course, I'm sure you expect positive criticism (just by playing Drassen Airport):

CONS:

-LOS is messy, even turning around with a guy like Shadow doesn't properly reveal the threat until it interrups and, well bursts you into oblivion Razz

-You have a poor sense of your available/spent APs, in term of potential

-Controls are confusing, and the UI unclear

(this one I'm not 100%, but it seems that the CTH is a bit off the charts

PROS:

-Great and on point asset uses in terms of voices and such

-Servicable character creation


An incredible one-man team job all around. What a job to be proud of!
But there's a lot of work left to be done, leaving me ashamed I can't contribute to it.

Awesome job and progress, and for an Alpha, this is promising. Keep at it!
Congrats!

To use the Queen's words:





thanks mate, yeah lots to do i've actually rebuilt it for this version meaning basically its half old code and half new code. Im really trying to perfect my systems before moving forward because the next step is to add mulitplayer and i wont do that until im system complete.

so basically its half broken right now lol
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Auran13




Posts: 385

PostPosted: Tue, 20th Dec 2022 04:36    Post subject:
regarding both APs and CTH theres are two things ive changed which i would love feedback on

APs- now has movement points as well which is capped to your energy/stamina

idea is to promote tactical position such as flanking seeking cover and elevation etc in the original you wouldnt want to waste APs moving instead of shooting

also makes melee more viable as you dont lose attacks moving close

currently moving lowers accuracy but raises evasion so its still a tactical consideration and not a free move

CTH
its still placeholder at the moment as you can see i've moved towards specialties rather than just accuracy

again in the original id always max accuracy it was too important a stat, now with specialties a medic for instance could still specialize in say pistols and not be useless in combat while a 'warrior' class could focus on many weapons

also wanted to give weapons variety and meaning rather than everyone using G3s by then end
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