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Time lapse of blocking out the vertical slice sector
Time lapse of blocking out the vertical slice sector

We wanted to share a bit from behind the scenes and therefore we made a timelapse video of the block out of the vertical slice.

It's still very much work in progress and the models used at this point are place holders. It's like a 3D concept a sort of collaboration between level design and art. The aim is to set the camera distance, choose insertion points and sector size, to test the height and size of place holders and modualar pieces and get an overall feel for sector.

http://www.youtube.com/watch?v=nzRgDLvMsTo&feature=youtu.be
Developer Diary 1 on Character Development
Dear Backers,

Today we have a real treat for you, it’s our first Developer Diary. We have been focusing a lot on characters in the game as well as body types, so enjoy the detailed video on that below. We have had a few issues with synchronizing the audio in some places, but we decided to go ahead anyway as we know you want news news news :)

Jagged Alliance Flashback Dev Diary 1


For those who want to explore the pictures used in the video further we've added most of the concepts below:

Image 1
Image 2
Image 3
Image 4
Image 5

A screenshot of the latest lineup:
Image 6


Forum

Our new forum is up and running and we’re looking to improve it along the way where possible. e.g. showing more latest post and dividing them into general and behind the scenes as well as also adding a notification system. We just got the slacker backer shop up and running where you’re able to buy a digital copy, a physical copy and a collector’s edition of the game. Humble bundle takes care of the digital, while we’ll handle the physical ourselves. We’ve decided not to allow any add-ons as it’s too much manual administration on our end.

We’ve been getting a lot of feedback and suggestions, which is great as inspiration to improve the game, keep it coming. We may not reply to every single post, but we read everything. Sometimes it’s also too early for us to give anymore than a general comment on a question as the topic raised hasn’t been fully discussed within the team yet. Jagged Alliance is a fairly complex game with many subsystems, making it harder to make fast decisions, hence a general question to e.g. the tactical layer can actually be tricky to reply to.


What's Next?

We’re currently taking a closer look at the cover and Line of Sight (LoS) system, as well as discussing what the stat system should look like. We’ll be releasing more on that on the forums within the next few weeks and covering certain elements in detail in the next update.


Kickstarter Love

We wanted to share some love for two other projects that are currently live on Kickstarter, which we supported :)


#1 The Mandate

The Mandate is a futuristic space sandbox-RPG in which you, as the captain of an intergalactic spaceship, lead a crew through the galaxy in your quest to bring order to the galactic empire!

Check out their KS Campaign here


#2 Graywalkers: Purgatory

An Emergent Strategic & Tactical Turn-Based RPG set in a Supernatural Post-Apocalyptic World where Heaven & Hell merged with Earth.

Check out their KS Campaign here


Until next time!

The Full Control JAF Team
Cover, Line of Sight and Christmas Competitions
Dear backers,

Christmas is right around the corner but it has not really hit the office yet. We are pushing hard to give a first view of the first sector with final assets before we close down the office for a short Christmas break. The first view will be either some screenshots, a small 360 video or a small test scene like the Diorama.

As mentioned in the last update we have been discussing elements such as Cover and Line of Sight (LoS) lately and therefore we would like to show you what we have planned for these points so far.

Core Game Mechanics - Cover & Line of Sight

To start off we would like to outline the considerations and thoughts behind Jagged Alliance: Flashback’s cover and line of sight system. First, we will talk about previous titles in the JA franchise and what other games did, talk about our design philosophy in regards to JAF, and what those things mean for the direction we are headed with Flashback.

First thing we do is of course ask ourselves “What did JA2 do in regards to cover?”. The simplified answer would be: It’s unclear and not communicated well to the player. While there are mechanics in place, just from playing the game, the player will hardly understand to what extent an obstacle between an attacker and a defender provides cover.

As Flashback’s game mechanics are underlying a grid based shape, we can look at what other games of the genre did before us. Silent Storm falls into a similar category as JA2 in that respect - probably even more elaborated in regards to cover, LoS and destructibility mechanics, it fails for the same reasons - player communication & feedback. As an example, when moving a soldier to the edge of a truck, the game does not provide the player with a clear indication whether his unit will be in cover, or be able to see the enemy. For JAF, one of our design pillars is to make the game mechanics visible to the player, and let him take informed decisions.

Obviously, one does not get around XCOM: Enemy Unknown in that regard. Playing XCOM, the player knows more or less exactly in what situation his Merc is in, and what the effects of cover are. The four different states (no LoS, no/partial/full cover) used in XCOM which are easily communicated and do the job very well, and we will most likely stick to that basic differentiation for JAF.
However, such a large amount of abstraction from reality comes at a price - let me say the simple-but-effective cover system works well for XCOM, but not necessarily for the JAF we imagine.

In JAF we are aiming to create a system that gives the player the best of both worlds - an accessible system that informs the player about the state of his Merc in relation to the gameworld, as well as creating opportunities for deep and complex tactical gameplay. While it will always be an abstraction of reality, we are creating a model as close to reality as possible without compromising usability & accessibility.

There are a few mechanics that make the JA franchise special, especially in regards to cover and LoS. In JAF, we have to establish how a Merc stance (Prone/Crouch/Stand) corresponds to the height of object a Merc is behind. Subsequently, we have three base height levels for objects - low height, half height and full height. The way an object's height and Merc stance correlate in regards to cover is outlined in the figure below.


Cover is based on a basic Line of Sight. In JAF, we have a distinct view direction and Line of Sight for every Merc. Instead of giving a Merc a certain cover value based on his immediate surroundings, every Merc will receive a cover value based on his tile, and the tile he is attacked from. Essentially, we draw an imaginary line from the attacker’s tile centerpoint to the defender’s tile centerpoint. If this line touches or crosses one or more objects providing cover, the defender receives the highest appropriate cover bonus. An example sketch can be seen below.


This system allows us to reproduce a detailed simulation of cover without sacrificing accessibility. In our mind, it is easy to understand as it is intuitively understandable through its approximation of reality - it works similar to how you would think it does in real life. Furthermore, in connection with the various stances fundamental to the JA experience, we create a system of rules that are flexible enough to create a variety of different situation and game design opportunities, rather than creating an arbitrary set of rules that cover various circumstances.

So, what’s next? The above rules do not detail how verticality and distance to an object affects LoS - what happens when a Merc is standing adjacent to a half-height object and is himself shooting at a target some tiles away? What does cover actually mean for our chance to hit calculation? These are some questions we have thought about, but have not made a final decision on yet.
Please be aware that this system still in its development phase - we have tested it on paper, but will further playtest the system and see how it feels once it is implemented in the game. Based on this, there is still a lot of room for change ahead.

Christmas Holiday Competitions

To celebrate Christmas we have decided to host two competitions so you have something to challenge your creative minds with during the holidays. We recently released some history about San Hermanos, you can find it here, and we decided that this Caribbean Paradise should have its own flag, which we thought was a great challenge for the community to take on. Furthermore, we have had a poll running on the forums on what sort of competitions you would like to see and the top vote was mercenary competitions, so that’s what we’re going for this time. We will however keep the poll in mind for future competitions as well.

The deadline for both competitions is (06.01.2014) you can send your contributions to competition@fullcontrol.dk

See more info on the competitions below:

Flag Competition

The task is simple, design a flag that you think represents the San Hermanos and you almost have complete creative freedom. However, the flag must be in Aspect Ratio 3:2 e.g 900x600 or 450 x 300, as long as it’s 3:2 ratio then all resolutions are good. Once the deadline is reached we’ll pick a winner and announce it in the next update. The winner will get “A Special Thank You in the game credits” and the flag will be in the final game.

Here is some inspiration for the flags:


Mercenary Design Competition


We decided that we wanted to add a community created mercenary to the game, so here’s your chance to shine. We’ll pick the 5 we like the most and leave it up to the community to vote for their favorite. We will create the stats and the portrait for the merc at a later point based on the description of their appearance and their bio.

What we need from you is the following:

- Bio ( Max. 535 characters with spaces)
-Taglines (3 Unique lines, Max. 150 character with spaces a piece)
- Name (Surname, Name, Nickname)
- A description of their appearance (Feel free to send a reference picture)
- Nationality
- Quirks/Additional info (similar to the picture above)

We look forward to receiving a lot of Mercenary entries and colorful flags :)

Team Portfolio

Our 3D artist and animator, Christian, introduced himself on our forum recently and we wanted to share the thread with all of you, if you haven’t seen it already. We’re updating the thread once in a while when the team finds time to make their profiles.

You can find the thread here

What’s next?

Our office will be closing down for Christmas and New Years and we’ll be back on full throttle in the new year, where our focus is on making the first playable sector.

Happy Holidays!

The JAF Full Control Team
Competition Follow-Up and Editor Sneak Peek
Dear Backers,

We hope you have all enjoyed the Holidays and are having a blast in 2014 so far. The JAF team got a chance to recharge their batteries and we are now back to full strength. The art team is continuing to work on the first playable sector, which we are looking forward to complete very soon.

We posted a screenshot with some of the final assets in the first sector right before the Holidays and we have been getting a lot of feedback on both Facebook and our forum. Thank you for all your input! We are happy with the responses and will continue down the path we have chosen, constantly tweaking it to “perfection” based on feedback from the community and discussions within the JAF Team.

If any of you missed the screenshot on the social channels, you can find it HERE as well as see some of the feedback from other backers. It’s still Work in Progress but we’re getting closer and closer to a result that we’re all happy with.

Flag Competition

As you all know we started a flag competition before the Holidays in search of the official flag of San Hermanos. We got some pretty cool entries and it was hard to pick a winner. The winner was picked by the JAF Team and we focused on in-game readability, overall design, choice of colours and how well it depicted the History of San Hermanos.

THE WINNER IS

Lukas from Germany

The general idea behind the flag is to tell the story of the 4 Spanish brothers Garcia, Fraco, Sal and Tori Moreno. Guided by stars, they discovered the islands of San Hermanos with their ships in 1499, though only one Garcia survived. After the Spanish withdrawal 1895 - 1909, there was a change in the color scheme into the traditional colors of the natives (green & earth).

Congratulations to Lukas and a big thanks to all who participated in the competition. It’s really fun for us to get content from the community that ends up in the game. A lot of contestants decided to make up to 7 variations of their flag and even up to 5 different flags. We thought it was a good idea to share the flags we received below, for people who sent us multiple flags we picked the ones we thought looked the best. A big THANK YOU to everyone for their effort!

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We actually also received flags neatly categorized for different purposes:

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Like with the Dialogue Competition we hosted earlier, there’s a possibility that we’ll use some or parts of the flags we received in the game. The team talked about City Flags and maybe Faction Flags, people will get credited if their design is used.

Mercenary Competition

We have also had a Mercenary Competition running during the Holidays and we have received a fair amount of entries ranging from serious and professional types to outright crazy and cheesy personalities. A few people missed the fact that JAF takes place pre A.I.M so their merc stories are not totally in line with the game, but they could however be slightly altered. Some people have also filled out way more info about the mercenaries than what was asked for, so we have cut some of it out in order to make a fair comparison.

It was VERY hard to choose, which is why we’re happy that it’s up to the community to choose the best one. We made our decision based on the quality of the story, how well the taglines fit the game and the personality of the mercenary. It was also important that the story didn’t feel too constructed and that the mercenary had a unique touch, some good reference pictures and descriptions also helped.

We wanted a bit of variety in the Mercenaries, so our top 5 is a mixed bunch. Click on their names to see the full information and then cast your vote by following the link beneath the list.

Top 5

Heinrich “Heini” Sackbauer
Mac “Mister” Rodgers
Elodie “Fléchette” Neuville
Mia “Wrench” Rodrigues
Patricia "Exec" Sanger-Norton

CLICK HERE TO VOTE
The voting will end on February 1st

We can’t promise that every single detail described will be in there as some may require additional programming or animations, but we will do our best to get as much in there as possible. As with the other competitions we may decide to use some of the material we get in the game and credit the people who have contributed.

Editor Sneak Peek

Since the end of our Kickstarter the editor has been a hot topic and backers wanted to know more about modding, so therefore we have decided to share a first glimpse of our internal level editor in action with the community. Our Level Designer, Filip Pilebo, gave it a quick run through, see below:

Jagged Alliance Flashback - Editor Quickview

Just to clarify, the editor runs as an extension to the Unity game engine (http://unity3d.com/), therefore you need to install Unity in order to use the Jagged Alliance: Flashback level editor. The basic version of Unity is free, so basically all you need to make sure to have is a copy of the game and Unity installed to create your own sectors. You will be able to export your custom levels from the editor and play them within the game itself.

This is just the first step and we will keep adding more stuff to the editor along the way as well as new and useful tools. We will do a follow up on the progress at a later point and share more detailed information about modding possibilities.

Until next time!

The Fullcontrol JAF Team
https://www.kickstarter.com/projects/2079547763/jagged-alliance-flashback/posts/758743

Update #39 ℹ

Feb 28 2014
Dev Diary 2, First Playable and Merc Competition Winner
1 comment
♥ Like
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Dear Backers,

It’s update time again and we are looking forward to sharing news on the progress we have been making on JAF, so let's get to it!
First playable

We have made a first playable version of the game, which means that we have a sector in which we can have mercenaries walk around in, so very basic. However, this means that we’re closing in on opening up for the alpha backers within the next few weeks. We plan on releasing small slices of the for alpha backers once they’re ready, so we can get feedback as soon as possible. You can see glimpses from the first playable and get bit more info on the alpha in the dev diary.
Next Batch of Surveys

As we need to make sure which backers have access to the alpha version of the game we’ll be sending out the next batch of surveys soon, which will go up to the $220 tier as the $250 tier and above automatically get access to the alpha version. Please respond to the surveys as fast as possible so we can get a clear overview :). Thanks!
Dev Diary 2

We have created a new dev diary for you! This time around we wanted to give you a small glimpse behind the scenes. Similar to how we do it with the rest of the team internally, we casually share some of things we were working on. Hope you enjoy what you see! Bear in mind that all footage from the game is still pre-alpha, and does not represent the final quality - we are also still working on improving our movie making skills as we go along with the production.


Since the internet in the new offices is going to be a lot faster, we will be looking into the possibility of making Live Team Streams as we really like the concept and think it's a good way to connect with the community.
Mercenary Competition Winner

671 backers chose to vote for their favourite mercenary and you can see the result below:

Congratulations to ccohen33, who submitted the Elodie “Fléchette” Neuville. We are looking forward to give the knitting mercenary a place on San Hermanos. We will do our best to get as much of the content submitted integrated in the game. Thanks to all the backers who submitted Mercenaries - it was a great read!
Wallpaper Girl

Our concept artist Jesper recently createda wallpaper version of a poster he made to be used inside the game. Since not all backers are on twitter and facebook we decided to add it to the update as well. It was made for fun, and the resulting wallpaper is pretty cheesy and tongue-in-cheek. We think our concept Artist Jesper really liked the task...

If you don't want to miss some of the content we share along the way then follow us on Twitter or like our Facebook page.

Until next time!

The Fullcontrol JAF Team
The rewards survey says the boxed game will have Steam on the disc. Ugh. The last time I spent more money for a collector's edition PC game was Half-Life 2 and that felt like a slap in the face for my efforts. This feels like getting fucked in the ass. Sure, there is a digital Humble Bundle option to download, but that is not the point.

Glad I waited to see if developers would stop blaming publishers for DRM and all the rest of PC gaming's ills and actually know what DRM-free means before I pledged to any more projects. Now waiting to see what inXile and Obsidian will do with their boxed collector's edition.games.
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KyleKatarn: The rewards survey says the boxed game will have Steam on the disc. Ugh. The last time I spent more money for a collector's edition PC game was Half-Life 2 and that felt like a slap in the face for my efforts. This feels like getting fucked in the ass. Sure, there is a digital Humble Bundle option to download, but that is not the point.

Glad I waited to see if developers would stop blaming publishers for DRM and all the rest of PC gaming's ills and actually know what DRM-free means before I pledged to any more projects. Now waiting to see what inXile and Obsidian will do with their boxed collector's edition.games.
I remember reading in the past WL2 is supposed to be drm free on disk. Obsidian better not put crappy drm on theirs


From the comments on Jagged Alliance
"Full Control 3 days ago

As far as I recall we decided to make it a Steam version on the disc and then allow people who have paid for a boxed version to download a DRM-free version as well. This approach was taken to cut down costs as we would need to create the approx 400-500 discs separately.

After having a talk in the team we'll add the DRM-free version to the disc as well, as we don't want people to feel mislead or cheated in any way."

I dont understand their logic to make the disks have steam version. The same bloody game is copied off a master for the limited run right?. How is it going to cost them more to make copies drm free only??
Post edited March 07, 2014 by Niggles
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Niggles: I remember reading in the past WL2 is supposed to be drm free on disk. Obsidian better not put crappy drm on theirs


From the comments on Jagged Alliance
"Full Control 3 days ago

As far as I recall we decided to make it a Steam version on the disc and then allow people who have paid for a boxed version to download a DRM-free version as well. This approach was taken to cut down costs as we would need to create the approx 400-500 discs separately.

After having a talk in the team we'll add the DRM-free version to the disc as well, as we don't want people to feel mislead or cheated in any way."

I dont understand their logic to make the disks have steam version. The same bloody game is copied off a master for the limited run right?. How is it going to cost them more to make copies drm free only??
You're right. It makes no friggin' sense... :\
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Niggles: I dont understand their logic to make the disks have steam version. The same bloody game is copied off a master for the limited run right?. How is it going to cost them more to make copies drm free only??
Games that have a steam version on disk contain the files steam backup creates, to allow steam to restore them from said disk instead of downloading everything. DRM-free copies require their separate install procedure. If both versions can fit in a single disk, then everything is fine, otherwise you'd need one disk for the steam backup files and one for the DRM-free install.
You could of course have the disk only have the DRM-free install and a steam key, but that would mean that people who get the retail so they don't have to download it from steam, still have to download it.
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Niggles: I dont understand their logic to make the disks have steam version. The same bloody game is copied off a master for the limited run right?. How is it going to cost them more to make copies drm free only??
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JMich: Games that have a steam version on disk contain the files steam backup creates, to allow steam to restore them from said disk instead of downloading everything. DRM-free copies require their separate install procedure. If both versions can fit in a single disk, then everything is fine, otherwise you'd need one disk for the steam backup files and one for the DRM-free install.
You could of course have the disk only have the DRM-free install and a steam key, but that would mean that people who get the retail so they don't have to download it from steam, still have to download it.
Ah, thanks for an explanation. Still, I find it very odd if they just assumed everyone wanted Steam on the disc version so that the backers could use Steam but not have to download it from Steam while making everyone who wanted it DRM-free download from Humble Bundle instead, even though they pledged for a boxed game. The collector's edition has an optional digital download option with it, either from Steam or DRM-free from Humble Bundle.

It seems more logical to me, if I was in their shoes and had to choose one or the other, instead of making people who want DRM-free do the extra downloading to instead make people who want a Steam game get it from Steam since they will have to be running Steam quite often anyway. Especially when Steam servers might be too busy to authenticate the retail version so Steam will just automatically start downloading the digital version for them to use instead (see Skyrim).

Just speaking from my experience (especially in this community at GOG.com), I get a very strong impression that most people who prefer retail games would rather if the games did not have DRM on them. Retail is the most consistently cracked and torrented version. It is the main reason why I quit purchasing PC games around 2007 when most every retail game came bundled with DRM. DRM on disc kind of defeats the purpose of buying physical over digital, to me at least.

Agh, whatever. Not really the place to start a DRM war, but I am disheartened. If they can fit both versions on the disc then it's really no biggie. It's odd they didn't make that decision in the first place though and it would be nice to see something official confirming this since I didn't have the stomach to look through thousands of comments.

Hmm...since some indie games on Steam can actually be DRM-free (although I've never seen them advertise it), will this game be one to add to that list? That would make everything a lot less complicated.

tl:dr - It is strange if they would have reservations if they force people who pledged for a boxed copy but who also want Steam to download files from Steam but then have no reservations about forcing people who pledged for a boxed copy on a DRM-free project download it from Humble Bundle instead of being able to use the disc.
Post edited March 07, 2014 by KyleKatarn
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KyleKatarn: It seems more logical to me, if I was in their shoes and had to choose one or the other, instead of making people who want DRM-free do the extra downloading to instead make people who want a Steam game get it from Steam since they will have to be running Steam quite often anyway. Especially when Steam servers might be too busy to authenticate the retail version so Steam will just automatically start downloading the digital version for them to use instead (see Skyrim).

Just speaking from my experience (especially in this community at GOG.com), I get a very strong impression that most people who prefer retail games would rather if the games did not have DRM on them. Retail is the most consistently cracked and torrented version. It is the main reason why I quit purchasing PC games around 2007 when most every retail game came bundled with DRM. DRM on disc kind of defeats the purpose of buying physical over digital, to me at least.

Hmm...since some indie games on Steam can actually be DRM-free (although I've never seen them advertise it), will this game be one to add to that list? That would make everything a lot less complicated.

tl:dr - It is strange if they would have reservations if they force people who pledged for a boxed copy but who also want Steam to download files from Steam but then have no reservations about forcing people who pledged for a boxed copy on a DRM-free project download it from Humble Bundle instead of being able to use the disc.
I agree with you. Would make mores sense just tacking a steam code with the physical copy and have the drm free on the actual DVD - definitely makes more sense. Thats what i would prefer as well. Installing a steamworked game from dvd seems to take a lot longer (in my eyes) than just copying a drm free file to desktop and installing from there.
I haven't kept up-to-date with this game at all since backing it, so what's the deal on their plans for gameplay. I know they aren't going to go for JA2 or 1.13 level complexity, but does that mean it'll be something like JA1? Is it going to be completely mission-based or will their be a JA2-style strategic overworld?
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Niggles: I dont understand their logic to make the disks have steam version. The same bloody game is copied off a master for the limited run right?. How is it going to cost them more to make copies drm free only??
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JMich: Games that have a steam version on disk contain the files steam backup creates, to allow steam to restore them from said disk instead of downloading everything. DRM-free copies require their separate install procedure. If both versions can fit in a single disk, then everything is fine, otherwise you'd need one disk for the steam backup files and one for the DRM-free install.
You could of course have the disk only have the DRM-free install and a steam key, but that would mean that people who get the retail so they don't have to download it from steam, still have to download it.
Damn, JMich, how did you get so smart?!
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KyleKatarn: tl:dr - It is strange if they would have reservations if they force people who pledged for a boxed copy but who also want Steam to download files from Steam but then have no reservations about forcing people who pledged for a boxed copy on a DRM-free project download it from Humble Bundle instead of being able to use the disc.
The majority of people that are getting retail versions seem to be either people who want the extra goodies that are included, or people that are hesitant to download the X GB of the full game, and would rather have a local copy instead. That may not be true, but it does seem to be. It is possibly the reason Full Control went with that decision, before people complained about it.
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Crosmando: I haven't kept up-to-date with this game at all since backing it, so what's the deal on their plans for gameplay. I know they aren't going to go for JA2 or 1.13 level complexity, but does that mean it'll be something like JA1? Is it going to be completely mission-based or will their be a JA2-style strategic overworld?
Both JA1 and JA2 had an overworld that you chose which sector to go for, and JA:F also seems to go that way. It will be more close to JA2 though, since they have said there will be multiple factions, side quests and so on.
The mission based JA was Deadly Games btw.
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Dzsono: Damn, JMich, how did you get so smart?!
Mostly a damn good memory, and remembering facts can be disguised as intelligence. Being able to combine facts and jump to conclusions also helps, assuming a bit of luck in getting them correct ;)
Post edited March 08, 2014 by JMich
Could the enemy counterattack different territories in JA1?