Please read the topic title again!
Please read the topic title again!
Nothing new about A3 itself.I remember showing Flashpoint in 1998, just me, dressed in a Soviet soldier’s uniform, changing in a toilet to go on the show floor and promote the game. And now we are here!
We are now about one hundred people on the gaming side, and about the same on the simulation side (...)
There are more advantages in moving to a more advanced API, and really DirectX 11 for us is not about fancy graphical effects, but about stability. That’s what matters on PC. That’s why DirectX 11, because the fancy things can be added later once that stability is in there.
(Talking about the editor) We are not really changing much of it, but we do hope that some of the new systems will make it easier for people to publish maps and mods, and for players to find maps and mods. We hope that with Arma 3 it will be like one click, and you get all you need. So what is important here is not really changes to the SDK or the tools, but more how the mod is delivered to the end user.(...)More visibility for the mod makers makes modding more fun: seeing users playing in your mods is a huge reward.
Last edited by Smurf; Aug 23 2012 at 19:24.
Doupe.cz has really positive impressions from playing Arma 3 on Gamecom (in Czech):
- most of stuff were said to be work in progress, mainly vehicles and controls
- he managed to hear the music and liked it
- he appreciated developers on site and community feedback on formums
Indie Games CZ - my mini report
It took me only 30 minutes to get home, yet I still managed to forget A LOT on the way... long and difficulty day
It was a great event, wonderful to speak to Dean, Matt and Karel... Thanks for answering all those questions! Anyway, here's what I can remember:
- particles are not dynamic, only affected by wind (those Comanche missile trails are pre-set), rotor downwash affects only clutter
- it will be possible to adjust the particle limit in the video settings
- radio protocol is being improved (starring Jay Crowe), more fluid, the goal is to remove the "Two! Move to! That! Tree! Six o'clock!" (although, come to think of it... I will miss it )
- a team of developers (nicknamed Balance Task Force or something like that ) is dedicated solely for editing AI and weapon configs for balancing purposes
- AI engagements will be much more fun, no more "sniped from 300m with an AK without optics"
- when spotted by an AI, the AI will shoot a little imprecise at first, gradually improving aim after that
- the idea of underground structures in Arma is was put on hold because the AI couldn't navigate in them and the developers didn't want to move resources from elsewhere
- it will be possible to have different key-binding presets (Arma 2 style / Arma 3 style etc)
- different methods of giving commands are being checked (tried commo-rose, didn't like it because it would lock player's movement)
- the goal is to make commanding units a little more personal, not just shouting at people by numbers
- the campaign is not fully finalized yet, it's still being tweaked
- the missions will be less about politics but no hollywood-ish presentation; in general, they are trying to avoid missions like Manhattan
- PhysX will be awesome
- lot less horses in front of BI HQ, lot more sheep
I don't taky any responsibility for the info being wrong, either because I didn't get it right... or because I was deliberately trolled by Karel
Last edited by Myshaak; Sep 26 2012 at 07:30. Reason: adjusted for truth (more or less) ;-)