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2011: We're Back!

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 Post subject: Re: 2011 - We're Back!
PostPosted: Tue Aug 16, 2011 9:00 pm 
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freezerbee wrote:
Yes! Thrilled you guys are back. I've been following intermittently since I saw your piece in WIRED. Can't wait to see what you guys have cooked up.



Were glad to have you! be sure and spread the word champ

Thanks for the support, you should Definately look through the forums and read all the confirmed content. Goodies await :D
Feel free to add to the pool of ideas!

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 Post subject: Re: 2011 - We're Back!
PostPosted: Tue Aug 16, 2011 10:41 pm 
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freezerbee wrote:
Yes! Thrilled you guys are back. I've been following intermittently since I saw your piece in WIRED. Can't wait to see what you guys have cooked up.

Thanks man!

Feel free to browse around, we're happy to answer any questions and love to hear suggestions. Welcome to the forums!

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 Post subject: Re: 2011 - We're Back!
PostPosted: Thu Aug 25, 2011 12:03 am 
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Is anyone else aching for some new screenshots or something? :D

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 Post subject: Re: 2011 - We're Back!
PostPosted: Thu Aug 25, 2011 5:50 am 
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#//neostyles.CD wrote:
Is anyone else aching for some new screenshots or something? :D



Yes, yes and . . . YES!


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 Post subject: Re: 2011 - We're Back!
PostPosted: Thu Aug 25, 2011 7:41 am 
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Guys, we honestly got nothing to show :\. If we did, we'd spill it. I think I mentioned this before, but whereas previously we focused a lot of effort on presentation, for this next round we're focusing first on gameplay and *then* bringing in the visual effects. There is little more than lines of code right now.

Wait, on second thought, we do have some screenshots lying around from old tests we had done. Aha! Enjoy...

Image

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 Post subject: Re: 2011 - We're Back!
PostPosted: Thu Aug 25, 2011 7:46 am 
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Also, everything here is our technology:

http://www.windwardmark.net/downloads.p ... creenshots

You just have to use your immmmaaagggiiinaaaaaaaation to connect everything together:

http://www.youtube.com/watch?v=eW4tY8mQ_1o

Wheeeee!!!!

:)

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 Post subject: Re: 2011 - We're Back!
PostPosted: Thu Aug 25, 2011 1:05 pm 
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Quote:
http://img545.imageshack.us/img545/5933/ai01.jpg

Hello there good looking!Hey hey hey! Is the volumetrics I see? :D


BTW, the windward mark shooting vids seem to have ridden off into the sunset. Can't seem to find them anywhere.

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 Post subject: Re: 2011 - We're Back!
PostPosted: Thu Aug 25, 2011 1:28 pm 
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That's ok. Here's one from a later shoot. More professionally done this time too... :)

http://vimeo.com/8682619

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 Post subject: Re: 2011 - We're Back!
PostPosted: Mon Aug 29, 2011 11:44 pm 
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I remember reading in a in an old article that things were about 30% of done. Has a lot of work been done since the days of linden labs?

EDIT : Just saw the video. Time to pick my jaw off the ground now. :)

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 Post subject: Re: 2011 - We're Back!
PostPosted: Tue Aug 30, 2011 12:05 am 
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AllianceAsi wrote:
That's ok. Here's one from a later shoot. More professionally done this time too... :)

http://vimeo.com/8682619


The "chicken wing" shooting stance made my lol :D.

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 Post subject: Re: 2011 - We're Back!
PostPosted: Tue Aug 30, 2011 9:51 am 
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This is pretty awesome. I had my clan all stoked about you guys and the game back in the day. We've been running out of games to play as of late for FPS without having to deal with corporate intervention like the Cod franchise. This will be a really nice fit if it's brought up to date and has dedicated servers along with mapping and/or modding tools. Good to see that the game hasn't died.

Feel free to drop by our clan site if you wish and say hi. We always enjoy having a little contact with developers and giving some feedback to ideas and beta tests. www.10-78.com

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 Post subject: Re: 2011 - We're Back!
PostPosted: Tue Aug 30, 2011 3:05 pm 
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#//neostyles.CD wrote:
I remember reading in a in an old article that things were about 30% of done. Has a lot of work been done since the days of linden labs?

Only after. The biggest change is the scope of the project. Around 80-90% went away with the switch to multi-player only.

Great to see you back TemperedRex!
To answer your comments / questions: the engine and existing being upgraded & polished from what was there before, we will have dedicated servers, and we will have map tools (earlier) and mod tools (later). :)

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 Post subject: Re: 2011 - We're Back!
PostPosted: Wed Oct 05, 2011 4:44 am 
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I probably should have reintroduced myself here first prior to my post about my beloved AK-103, but as you can see from my actions. The AK-103 means that much to me. <3

Okay, I'll be a little bit more quiet about it now, promise!

Anyways, hey guys. I was never really active through posting, but I sure as hell raised as much publicity about this game as possible including putting the GT E3 video up in my signature on various forums I used to visit 4 years ago. I always lurked and put suggestions about infantry combat regarding this game. And if anything crosses my mind, I'll be sure to put some suggestions like before. The fact that whatever I literally say here is actually put into consideration (or you guys atleast make me feel so :p) makes me that much more happy and supportive of you guys! :)

Soooo, yup! Still an avid Battlefield fan, but Call of Duty days are over. Even after this game went on hiatus, I still lurked for a good year, cause I just couldn't believe about the whole Second Life deal, but yup...I'm glad everything is back, but man, can't say but matured. I just don't have that much free time as I used to. :/

And I just wanted to say that coming from a competitive FPS background (Played some crazy, one sided games with members of Team Pandemic in Call of Duty!), I would not mind helping you guys with the beta testing. I can happily find glitches, bugs, exploits for you guys regarding infantry mechanics! ;)

I'm just really happy, especially for you guys to be back on this, and even though I kinda abandoned this forum when it went to the dogs, I didn't forget about you guys!

But yup! I actually had a few questions to ask you guys, but, I dunno if I can get answers! Hmm.... <_<

1- How come the limited contact when working on Second Life? Did the contract require you to restrict interactions between fans of previous projects? Or, was the work too time consuming?

2- How many people are back on working on this game? It's SUCH a big project, and I'm surprised to see that you guys are pulling it off so well! :)

3- You guys still trying to get a publisher or kinda abandoned that and going to independently release the game? :o

4- The game engine...looking at the horizon of FPS genre, with BF3's Frostbite 2 engine and id's new one in Rage, how is Alliance's game engine coming along? I have a fear it might be too outdated. :(

5- Describe your working experience for Second Life! Be honest with us, we're just curious about your adventures the past so many years.


Anyways, I'm definitely gonna tag along whenever I can. As a fan who's just too consumed by college, I really would love to see updates about the games in a brief statement. Or, if we can make a sticky thread with info about the game in bullet form. It'd be perfect for folks like me who do not have the luxury of time to check as often as I used to back then. Just a thought!


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 Post subject: Re: 2011 - We're Back!
PostPosted: Wed Oct 05, 2011 12:40 pm 
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AncientZero wrote:
1- How come the limited contact when working on Second Life? Did the contract require you to restrict interactions between fans of previous projects? Or, was the work too time consuming?

2- How many people are back on working on this game? It's SUCH a big project, and I'm surprised to see that you guys are pulling it off so well! :)

3- You guys still trying to get a publisher or kinda abandoned that and going to independently release the game? :o

4- The game engine...looking at the horizon of FPS genre, with BF3's Frostbite 2 engine and id's new one in Rage, how is Alliance's game engine coming along? I have a fear it might be too outdated. :(

5- Describe your working experience for Second Life! Be honest with us, we're just curious about your adventures the past so many years.

Ok, I'll take a crack at these :)

First off, welcome and it's great to hear from a member who has been with us for so long! We absolutely listen to everything you guys say. Some will be implemented, some will be considered in the bigger picture, some might not make it in, and some might fall somewhere in between. But the dialog will always be open. That's how we intended it and that's how we plan to keep it! As I mentioned in the relaunch announcement on our page (/update.php), this will be a game created by us all, for us all. Plain and simple. And rest assured, you will absolutely be welcome on our betas and testing periods- everyone on here will.

So, without further ado...

AncientZero wrote:
1- How come the limited contact when working on Second Life? Did the contract require you to restrict interactions between fans of previous projects? Or, was the work too time consuming?

A bit of both. For starters, we had no idea in which direction we'd be taking Alliance. When we did the acquisition, the plan for Alliance was still to go the traditional publisher-distributor system (in other words, the very expensive route). There were no real alternatives, so when we went to work with Linden, we basically had to freeze it in place. In addition to this, the forums had become a nightmare to manage due to spam accounts, and there wasn't much we could say to people. Everyone knew the game was on hold indefinitely, so dialog became sort of moot at that point. They wanted to see it continued, we wanted to see it continued, but there was nothing either side could do at the time. Re: contract, I can't really discuss details, but it was fair for what it was and had standard clauses you'd expect from any employment agreement.

AncientZero wrote:
2- How many people are back on working on this game? It's SUCH a big project, and I'm surprised to see that you guys are pulling it off so well! :)

Ready to laugh? Two people. Yep, myself and Eric :). No, I'm kidding a bit- we are in the process of hiring a small army of contractors and have a few in the works, but the management team is literally us two. If that makes you balk, it shouldn't- everything you ever saw about Alliance- every video, sound clip, graphics technology, gameplay concept, engine video -was produced by a team that was never larger than 8. And of those 8 one person was handling finance and the other was busy managing the team! We don't want to come off as arrogant at all, but we are confident we have the skill and the passion to produce and deliver on what we're promising. This is mostly due to the fact that Alliance as a product has been retooled considerably. I'm not sure if you've seen this announcement, but we're going multiplayer only and strictly via online distribution at first. It's still no small undertaking, but it's *vastly* easier than the original concept for Alliance. That goal is still in our minds, but not at first- we have to do something a small team can put out successfully, get the ball rolling, and organically expand to make good on the really big picture.

AncientZero wrote:
3- You guys still trying to get a publisher or kinda abandoned that and going to independently release the game? :o

Oh, that plan is dead as dirt :)

AncientZero wrote:
4- The game engine...looking at the horizon of FPS genre, with BF3's Frostbite 2 engine and id's new one in Rage, how is Alliance's game engine coming along? I have a fear it might be too outdated. :(

Oh, swimmingly, thank you very much :). No, to be honest, we're not too concerned here. Again, this might sound like we're a bit full of ourselves, but facts are facts- we specialized in computer graphics in college and had our own patent on rendering tech when we were still a modest little group of 5 or 6. We never got to implement the full vision of what we had in mind, but perhaps these few screenshots of ours can say everything:

Image

Image

Image

Are we making a cloud game or a city builder? Of course not :). But these are meant to demonstrate a very important point. We live and breathe the pursuit of capturing photorealism in real time. What you guys saw in 2006 barely scratched the surface of what we had in our noggins. Furthermore, all of our tech piled one on top of the other would have taxed 2006 hardware pretty heavily. We had always intended for the hardware at release time (~2009) to be better suited for everything we had planned. Things happened, and now we have the fortuitous benefit of the hardware being much further ahead than we ever planned. So short version is, we had all these high end techniques in development, and now the hardware can support it. Wheeee!!!

Re: BF3 and Rage, we won't begrudge them anything- they're cool engines with their own accomplishments. But they're not our style. Rage's dependence on Megatexturing doesn't really interest us, and BF3, while shining in marketing vids, has looked less than stellar in actual beta footage. Their destructibility is absolutely awesome, and we would love to put destructibility into Alliance when the time is right, but ultimately, we view both engines as alternatives along a horizontal plane, not some unattainable point of perfection we're striving to hit. If I were forced to pick one engine or game I actually think came as close to our vision as possible, it would actually be Mirror's Edge. Their handling of daytime light and art direction, IMO, are superb. Now don't go thinking Alliance is going to be a box shooter splashed in primary colors! But take it for what it's worth.

AncientZero wrote:
5- Describe your working experience for Second Life! Be honest with us, we're just curious about your adventures the past so many years.

It's a fascinating company with a really unique product. It gets a bit of a bad rap but the fact is it is phenomenally successful (yep, still), and I've seen some really unique and insightful projects implemented with it.

But, at the end of the day, we're here working on Alliance, and always wanted to be. This is home for us, and this is what we strive to do.

Thanks a lot man, and again, welcome back!!

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 Post subject: Re: 2011 - We're Back!
PostPosted: Wed Oct 05, 2011 1:28 pm 
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Battlefield 3 looks very nice imho. The SP is probably going to look even better because graphics in mp are usually toned down
http://www.youtube.com/watch?v=vBuJLsfMJxw

By the way, i cant believe I never got around to this, but I remember seeing this video waaay back in the day and there were rumors floating around that it was Alliance
http://www.youtube.com/watch?v=AvZSifWYFWU

Voiceovers/presentation is looking very nice so i will keep my fingers crossed. :)

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 Post subject: Re: 2011 - We're Back!
PostPosted: Mon Dec 19, 2011 4:36 pm 
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Well now I regret taking this site off my check daily list. This is beyond amazing, thought Alliance was dead forever when the community went down. Really cant wait to see what happens.


Last edited by f47413rr0r on Thu Dec 22, 2011 7:27 pm, edited 1 time in total.

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 Post subject: Re: 2011 - We're Back!
PostPosted: Tue Dec 20, 2011 4:21 pm 
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f47413rr0r wrote:
Well know I regret taking this site off my check daily list. This is beyond amazing, thought Alliance was dead forever when the community went down. Really cant wait to see what happens.


Things have been slow as of late but patience is the order of the day. Lets all remember that the Holiday season is a magical time of great energy and cheer :)

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 Post subject: Re: 2011 - We're Back!
PostPosted: Tue Dec 20, 2011 11:09 pm 
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Yeah, the slowness kills us too, trust me. Right now we're in build up mode (recruiting, etc.), lots of corporate work, so unfortunately we can't dazzle you with yuletide delights.

Soon, soon. Just tell your friends and keep the faith!

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