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-   -   Jagged Alliance: Flashback - Update #12, JAF Team Expansion and Modding Details (http://www.rpgwatch.com/forums/showthread.php?t=20318)

Couchpotato May 8th, 2013 16:44

Jagged Alliance: Flashback - Update #12, JAF Team Expansion and Modding Details
 
Full Control has another update for Jagged Alliance: Flashback. This time the update deals with modding, and new team members.
Quote:

Chris Camfield is joining the Flashback Team

We are super happy to be able to welcome Chris Camfield to the Jagged Alliance: Flashback team.
Chris has worked on the implementation and design of several Jagged Alliance titles and ended up as lead designer on Jagged Alliance 3 that sadly was never released.
He will be joining the team as an advisor while keeping his day job at XMG Studios. Chris’ role will be to help us on essential pieces of implementation knowledge.
WHY were things implemented in a certain way in JA2. Not only HOW. The how could be deducted by most programmers by looking at the open sources.
Understanding the core mechanisms and how they were designed to fit together is essential knowledge to hitting the right balance once we add factions, better AI and other potential improvements/changes to the mechanics.
Establishment of Modding Advisory Team

In addition we are announcing having established a modding advisory and co-design team.
Currently this team includes R@S, creator of the Blue Sun Mod for 7.62 - High Calibre and DepressivesBrot from the 1.13-Crew.
We are also in contact with additional high profile modders to expand the advisory team even more.
Their role will be to work with us to identify essential modding hooks, directory structure definitions, design the templates for modding files and some proof of concept tests.
Having these great modders on board gives us the ability to not fumble the ball on mod support, and will make it easier for everyone to later potentially port their existing mods.
Details on Modding Support

Modding is a wonderful thing and has kept Jagged Alliance 2 alive for many many years. It is also something that takes time to implement right.
If we do not hit some of the higher stretch goals, then we can still support basic modding and hope for adding more options down the road.
Together with the modding advisory team we will prioritize the modding capabilities, that we from initial feedback have grouped into 3 areas.
1) Tweaking of configurations
For example being able to go into xml files to turn on/off line of sight via a boolean, or change the base movement cost per terrain.
2) Adding additional content
Having the ability to add a new mercenary, a new weapon or that “used condom” that you’ve always thought missing as a trash item.
3) Adding additional features
Coding new functionality like wind direction having influence on accuracy while shooting or alternatively altering existing calculations for damage models.
Exactly what is going to be moddable is something that is decided upon during detailed design and ongoing through development with the help of the modding-community.
More information.

ChaosTheory May 8th, 2013 16:44

This announcement was 3 weeks too late.


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