The War
Headlines
Movies
Screenshots
Alliance Community
2011: We're Back!

Alliance: The Silent War

Community Forums for Alliance: The Silent War
It is currently Mon Jan 20, 2020 1:03 pm




Post new topic Reply to topic  [ 462 posts ]  Go to page Previous  1 ... 20, 21, 22, 23, 24  Next
Author Message
PostPosted: Tue Jan 24, 2012 3:49 pm 
Offline
Lieutenant Colonel
User avatar

Joined: Sat May 27, 2006 11:22 pm
Posts: 1826
Location: Hayward, Cali
Not directly related to the game, but has the idea of an official alliance twitter come up? That, way us anxious fans could keep up to date with things. :) Any chance of reuploading the old shooting videos?

_________________
Go pioneers!

Image


Top
 Profile  
 
PostPosted: Tue Jan 24, 2012 11:55 pm 
Offline
2nd Lieutenant

Joined: Wed Dec 27, 2006 10:17 pm
Posts: 592
I think all of the old videos are still on Youtube.

Also, if We're such smart cookies are there any job offers sitting around? :lol:

In all seriousness though, I am currently taking a Computer Science Co-op Majors from the University of Manitoba. While I will be graduating in about a year and a half, I do have a co-op term coming up this summer ( my third and final term ). Co-op terms are basically just an internship somewhere for about four months. I would be highly interested in spending my summer term working on a project like this. Although I would probably have to use a remote connection to your location, and store any relevant data on an external encrypted drive *huzzah TrueCrypt*.

* wink wink nudge nudge *


If you are interested I can send my resume and such.

Oh yes, forgot to mention I can get you guys nice references to any of the following guns. ( presuming you are adding more that is...)

Mosin Nagant ( during war round receiver )
TT33 ( During war make, rough metal work )
Sportowy TT33 Polish factory 11 training pistol in .22
Walther P1 ( Afterwar model of the p38 )
Lee Enfield No 4 Mk1
Swiss Schmidt Rubin 1896/11 long rifle
Swiss Schmidt Rubing K11 Carbine
Swiss Schmidt Rubing K31 Carbine
Steyr Mannlicher M95/30 carbine
Steyr Mannlicher M95/34 carbine
Svt 40 ( Early war make with rails on the reciever for scope mount, and early war muzzle break)
Swedish AG42 Ljungman.
M14
1895 Nagant revolver
Yugo M48BO (Afterwar make of the k98k originally made for egypt, BO stands for without markings as it has no stampings )
Baikal O/O & S/S 12 Guage shotguns ( 60's Mfr )
Vz 58

Few more odds and ends, most in .22.

_________________
No sigs makes threads load faster!


Top
 Profile  
 
PostPosted: Wed Jan 25, 2012 12:16 am 
Offline
Four Star General
User avatar

Joined: Wed May 17, 2006 6:14 am
Posts: 472
Location: New York, NY
Colt, PM incoming ;)

Neo - we have an (admittedly quiet right now) Twitter feed here:

https://twitter.com/alliancethegame

It will pick up as we have new materials/info.

And I don't know if you recall this video, but it should whet your appetite (and that of any others on here). It's our favorite...

http://vimeo.com/8682619

_________________
http://www.alliancethegame.com/update.php


Top
 Profile  
 
PostPosted: Sat Jan 28, 2012 7:21 pm 
Offline
Lieutenant Colonel
User avatar

Joined: Sat May 27, 2006 11:22 pm
Posts: 1826
Location: Hayward, Cali
Was watching weaponology and I got an idea for a multiplayer mode of sorts
http://www.youtube.com/watch?v=J0mz5qYjScs

Would be set sometime around ww2, on an island the two sides are trying to control. One team would be attacking and their goal would be take out all the people on the opposing team. Maybe also the possiblity of capturing enemy infrastructure (like communications for something like calling in reinforcements?) The other team would be defending and their goal would be to sneak a couple of people through the water and plant charges on the enemies ships. The attackers could use hand grenades to flush them out of the water if spotted.

_________________
Go pioneers!

Image


Top
 Profile  
 
PostPosted: Sat Jan 28, 2012 7:36 pm 
Offline
2nd Lieutenant

Joined: Wed Dec 27, 2006 10:17 pm
Posts: 592
those shows are .... well ... .. a grain of truth with LOTS of hype sauce.

_________________
No sigs makes threads load faster!


Top
 Profile  
 
PostPosted: Wed Feb 01, 2012 3:51 am 
Offline
Lieutenant Colonel
User avatar

Joined: Sat May 27, 2006 11:22 pm
Posts: 1826
Location: Hayward, Cali
Virtually every fps game has problems with 3rd person weapon colliasion, even ones like Infiltration that feature collision in first person. Hopefully alliance will be changing this :)

Third person views in games tend to detract from the immersion a lot in general to be honest. For instance, when a player turns around, they pivot like a top. It makes it all but impossible to believe what's on your screen.

_________________
Go pioneers!

Image


Top
 Profile  
 
PostPosted: Wed Feb 01, 2012 2:14 pm 
Offline
Captain
User avatar

Joined: Tue Jun 06, 2006 6:28 pm
Posts: 999
Location: Houston, Texas
#//neostyles.CD wrote:
Virtually every fps game has problems with 3rd person weapon colliasion, even ones like Infiltration that feature collision in first person. Hopefully alliance will be changing this :)

Third person views in games tend to detract from the immersion a lot in general to be honest. For instance, when a player turns around, they pivot like a top. It makes it all but impossible to believe what's on your screen.


Maybe you should come down to texas and I'll shoot a few mags at you and shoot some tannerite close to you so you can get the idea that games will never be that realistic lol ;)

_________________
-Leader of the DAP
-Head of Transportation
-Guinea Pig for the Entire NZG
Image
Image


Top
 Profile  
 
PostPosted: Wed Feb 01, 2012 4:42 pm 
Offline
Lieutenant Colonel
User avatar

Joined: Sat May 27, 2006 11:22 pm
Posts: 1826
Location: Hayward, Cali
Bigdaddy wrote:
#//neostyles.CD wrote:
Virtually every fps game has problems with 3rd person weapon colliasion, even ones like Infiltration that feature collision in first person. Hopefully alliance will be changing this :)

Third person views in games tend to detract from the immersion a lot in general to be honest. For instance, when a player turns around, they pivot like a top. It makes it all but impossible to believe what's on your screen.


Maybe you should come down to texas and I'll shoot a few mags at you and shoot some tannerite close to you so you can get the idea that games will never be that realistic lol ;)

I realize that a game will never be 100% like the real thing. A game cannot reproduce the feeling of a gun shaking in your hands when it's fired or something. But does that mean that there isn't more that can be done to improve the experience? Of course not! Realistic movement is perfectly possible. Capturing that is all in the details.

Many games also let you swing your weapon around as if it has no weight. You can spin around instantly. Something like this is far from impossible to correct.

_________________
Go pioneers!

Image


Top
 Profile  
 
PostPosted: Fri Feb 03, 2012 1:09 am 
Offline
Captain
User avatar

Joined: Tue Jun 06, 2006 6:28 pm
Posts: 999
Location: Houston, Texas
#//neostyles.CD wrote:
Bigdaddy wrote:
#//neostyles.CD wrote:
Virtually every fps game has problems with 3rd person weapon colliasion, even ones like Infiltration that feature collision in first person. Hopefully alliance will be changing this :)

Third person views in games tend to detract from the immersion a lot in general to be honest. For instance, when a player turns around, they pivot like a top. It makes it all but impossible to believe what's on your screen.


Maybe you should come down to texas and I'll shoot a few mags at you and shoot some tannerite close to you so you can get the idea that games will never be that realistic lol ;)

I realize that a game will never be 100% like the real thing. A game cannot reproduce the feeling of a gun shaking in your hands when it's fired or something. But does that mean that there isn't more that can be done to improve the experience? Of course not! Realistic movement is perfectly possible. Capturing that is all in the details.

Many games also let you swing your weapon around as if it has no weight. You can spin around instantly. Something like this is far from impossible to correct.


Not entirely what I was getting at. But there is room for improvement to be more realistic, but it would make for a boring game to the general public. Being shot one time and having to wait to spawn again...kids these days have no patience for that. I LOVED playing insurgency back in the day, but it never did that well because people hated that you couldn't just run and gun and kill everyone. Sure I can go into MW3 and run around with dual PDW's and murder every one and have the best K\D but I hate it. I hate that a well aimed shot means nothing in games at all. I was poking fun at you ...I agree that yes you can improve BUT at a very big cost aka keeping people playing and keep them buying the game or DLC w/e. Yes as they have said before you can play the more arcade version, and that will be the version that is played the most. Just don't expect to be able to find a server in the "realistic" mode that will actually have a good number of people in it. I love a game that when you are shot by a .308 in the chest you DIE...but the general population that games will hate it to their very core lol.

_________________
-Leader of the DAP
-Head of Transportation
-Guinea Pig for the Entire NZG
Image
Image


Top
 Profile  
 
PostPosted: Fri Feb 03, 2012 9:48 pm 
Offline
Lieutenant Colonel
User avatar

Joined: Sat May 27, 2006 11:22 pm
Posts: 1826
Location: Hayward, Cali
I personally found insurgency to be one of the most engrossing fps games I have played in awhile. It wasn't perfect (very small selection of weapons), but I could really get into the game and loose myself for hours. In MW3, it might give you some cheap thrills, but it got boring after half an hour for exactly the reasons you stated. Getting kills just took no skill and as a result everything felt very "hollow."

I think everyone's mind kind of went wild when they saw the alliance interviews with WMI describing the game, and Insurgency was one of the games that came to mind. In my mind, alliance would be like insurgency but perhaps even more realistic.

I can understand if a lot of people that are used to contemporary shooters got frustrated by insurgency but the game never tried to tell people that it was just like the typical, run and gun shooter. A big difference that's worth noting is that alliance will have different tiers of realism. I think the majority of people will play on the lower realism but hopefully we will also get a decent number of people that fall into the middle of the line option.

I mean, I think you have to make a compromise. In real life, sniping often consists of sitting in one place for hours with nothing happening and something like this wouldn't exactly translate into a fun gaming experience.

One idea that I have as far as specifics go was to have the host have the option of choosing a time period. So, if they chose ww2, everyone would have to choose from weapons that were used during the time period. I know that mixing and matching was a huge thing but I think there is also something to be said for giving people the choice to all feel like they are on the same level. You could mix and match things as well to make the server more varied too (eg one map lets you have people with XM8s duking it out mauser 98s and the next map, everyone fights with vietnam era weaponry.)

_________________
Go pioneers!

Image


Top
 Profile  
 
PostPosted: Tue Mar 20, 2012 7:15 am 
Offline
Private First Class

Joined: Sat Dec 24, 2011 8:34 pm
Posts: 22
If you want to encourage people to you maybe you could promise free dlc to those that donate. and i have said this before but you really need to advertise this game. the reason mw3 is so popular is because of its hype. if you want to sell a lot of copies you must generate hype. and can you please make a .jar version of the launcher so it can be playedon computers tha restrict the use of exes


Top
 Profile  
 
PostPosted: Tue Mar 20, 2012 7:16 am 
Offline
Private First Class

Joined: Sat Dec 24, 2011 8:34 pm
Posts: 22
oopsi forgot to type donate to you


Top
 Profile  
 
PostPosted: Tue May 15, 2012 12:56 am 
Offline
Recruit

Joined: Mon May 14, 2012 11:58 pm
Posts: 3
Physics

I'm curious if there's any middle-ware being used for the physics/animation engine. If not I'll go ahead and suggest Havok (it's my favorite :D ).

Realistic rag dolls is something that would really improve the experience for me. You don't want the character to just go limp and flop around. The rag dolls should do the best to behave like an injured or dead person. Perhaps even blending with prefabricated animations to blur the transition between alive and dead. Ideally you would have a lot of these or perhaps even have separate animations for the torso and legs (or maybe even separate appendages) to keep them from becoming repetitive. Animation should vary smoothly between walking and running, like in the video below.

http://youtu.be/__sAPIrPBzU

I made a comment on that video that the weapon should create an impulse that affects the character, I believe that should be used in the game as well. Especially if you render the character by taking a camera view from the face of a third person model rather than the typical first person view. The physics of the gun recoiling against the character, the muzzle climb, bullet velocity and drop, windage et cetera, could all be modeled physically in Havok.

----

Controls

Ideally controls should be as simplistic as possible. In my mind you really only need a fire button (Left click), iron sights toggle (Right click), crouch (Left shift) and prone toggle (Z), movement controls (WASD), leaning (QE), use (F), reload (R). I'm not sure what you plan to do for load outs but in my opinion you shouldn't have more than 4 buttons for weapon selection. Primary (1), secondary (2), primary grenades (3), secondary grenades (4). A little idea I picked up from Splinter Cell is to use the mouse wheel to change movement speed, from slow to fast (Mouse wheel down, Mouse wheel up). Fire mode toggle (Left Control). Scope/sight elevation (Up and down arrow keys) and windage toggles (Left and right arrow keys).

Use (F) could be used for multiple things, such as context sensitive deployment of weapons with or without (mono/bi/tri)pods when prone or near a surface that is deploy-able, probably holding the key down, as a simple press could be used more general purpose "using" such as picking up items. Holding the reload key (R) could allow you to check the number of rounds left in a magazine. The fire button (Left click) could be used to work the action on bolt-action rifles or pump shotguns by pressing it after firing.

----

Alright, that's all I've got for now. Sorry if any of this has already been suggested. Can't wait to play this game.


Top
 Profile  
 
PostPosted: Fri May 18, 2012 2:07 am 
Offline
Major General
User avatar

Joined: Tue Jun 06, 2006 9:59 pm
Posts: 1027
Location: Houston, TX
glubert wrote:

Controls

Ideally controls should be as simplistic as possible. In my mind you really only need a fire button (Left click), iron sights toggle (Right click), crouch (Left shift) and prone toggle (Z), movement controls (WASD), leaning (QE), use (F), reload (R). I'm not sure what you plan to do for load outs but in my opinion you shouldn't have more than 4 buttons for weapon selection. Primary (1), secondary (2), primary grenades (3), secondary grenades (4). A little idea I picked up from Splinter Cell is to use the mouse wheel to change movement speed, from slow to fast (Mouse wheel down, Mouse wheel up). Fire mode toggle (Left Control). Scope/sight elevation (Up and down arrow keys) and windage toggles (Left and right arrow keys).

Use (F) could be used for multiple things, such as context sensitive deployment of weapons with or without (mono/bi/tri)pods when prone or near a surface that is deploy-able, probably holding the key down, as a simple press could be used more general purpose "using" such as picking up items. Holding the reload key (R) could allow you to check the number of rounds left in a magazine. The fire button (Left click) could be used to work the action on bolt-action rifles or pump shotguns by pressing it after firing.

----

Alright, that's all I've got for now. Sorry if any of this has already been suggested. Can't wait to play this game.


I like your thoughts on the simplicity of the controls being paramount to a good gaming experience. Rainbow Six Vegas' system was similar to your idea on holding the Use, Reload or Function key to down to being up a menu rose of sorts, it worked really well.
Big supporter of requiring that extra click to work manual guns too :mrgreen: Red Orchestra was all the most immersive because of it

_________________
Image
"Dream a little bit
This is the kush to your lighter"

The NZG Specialist, Stick Wielder, Shotgun Extraordinaire


Top
 Profile  
 
PostPosted: Sat May 19, 2012 7:18 am 
Offline
Recruit

Joined: Mon May 14, 2012 11:58 pm
Posts: 3
It occurred to me that if you have a separate key for each weapon (primary, secondary, et cetera), you can simply press that key once the weapon is equipped to toggle firing modes, further simplifying the controls. That would free up the left control key for a dedicated run button if graduated movement speed on the mouse wheel isn't desirable.


Top
 Profile  
 
PostPosted: Sun May 20, 2012 6:27 pm 
Offline
Major General
User avatar

Joined: Tue Jun 06, 2006 9:59 pm
Posts: 1027
Location: Houston, TX
You should stick around. We need more people like you :)

_________________
Image
"Dream a little bit
This is the kush to your lighter"

The NZG Specialist, Stick Wielder, Shotgun Extraordinaire


Top
 Profile  
 
PostPosted: Tue May 22, 2012 10:18 am 
Offline
Lieutenant Colonel
User avatar

Joined: Sat May 27, 2006 11:22 pm
Posts: 1826
Location: Hayward, Cali
Another option would be to support mouse gestures for things like this.

_________________
Go pioneers!

Image


Top
 Profile  
 
PostPosted: Thu May 31, 2012 9:42 pm 
Offline
2nd Lieutenant

Joined: Wed Dec 27, 2006 10:17 pm
Posts: 592
dog fuckit. Just wrote up a long post and then my kb back button and lost it all. FFS.

Yes controls matter a hell of a lot. :lol:

_________________
No sigs makes threads load faster!


Top
 Profile  
 
PostPosted: Fri Jun 01, 2012 12:10 am 
Offline
Lieutenant Colonel
User avatar

Joined: Sat May 27, 2006 11:22 pm
Posts: 1826
Location: Hayward, Cali
You could simple tell the game "when i swipe my mouse left, change my firing mode" Havok is good but a lot of times, there is a problem of floppy characters that a lot of games have it. Many games fail to create that sense of weight.

_________________
Go pioneers!

Image


Top
 Profile  
 
PostPosted: Fri Jun 01, 2012 4:40 pm 
Offline
2nd Lieutenant

Joined: Wed Dec 27, 2006 10:17 pm
Posts: 592
i think that ARMA has a decent feeling of weight to the characters and movements. It comes through proper paced movements, and a proper ammount of moving the camera and such ( slight headbob ). COD's fast smooth and flat 1st person view makes you feel more like you are a mini predator RC helo than a person walking or running..

_________________
No sigs makes threads load faster!


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 462 posts ]  Go to page Previous  1 ... 20, 21, 22, 23, 24  Next


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group