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  1. Post
    #1
    http://www.spacesector.com/blog/2013...gged-alliance/

    This is definite good news, their Space Hulk game is looking very good indeed.


  2. Post
    #2
    Loved the originals!

    Even played some multiplayer over dial up modem.

  3. Post
    #3
    [Magic Robertson forums]

  4. Post
    #4
    i assume it is still in beta as i did not see nay animations of the Terminators walking etc. But yes looking good . I am far less enthused by the JA news, when i read Multi platform i was thinking ugh, ugh they are gonna do like the XCOM and that is a decent game , it is no classic

  5. Post
    #5
    By multi platform they mean PC, Mac and tablet mostly. Mouse and touch screen are largely the same for strategy games.

    They did mention that the animation work wasn't complete for that demo.

  6. Post
    #6
    JA Back in Action is pretty good with some mods, but you can never go from turn based to real time and keep the same feeling. Also, not have 700 guns in it (not even 70 in fact) was pretty unfortunate.


  7. Post
    #8
    Yeah, I'm not going anywhere near that Kickstarter. The gets publisher probably gets most of the profits and definitely retains ownership of the IP in the end? Aw hell nah.

    This precisely what happened with Obsidian, except they told the publisher to bugger off. http://www.forbes.com/sites/erikkain...e-kickstarter/

  8. Post
    #9
    i am kinda desperate for a proper JA sequel / prequel / remake that is done with TB and not some completely **** RT Pause hybrid ****fest which is only JA in name only ( my personal opinion on JAiA , not on the RT pause mechanics and genre which is great if done well ) and might be willing to do this but yeah as Ferguson wrote

    “We were actually contacted by some publishers over the last few months that wanted to use us to do a Kickstarter,” Obsidian CEO Feargus Urquhart revealed in a Q&A on the Project Eternity Kickstarter page. “I said to them ‘So, you want us to do a Kickstarter for, using our name, we then get the Kickstarter money to make the game, you then publish the game, but we then don’t get to keep the brand we make and we only get a portion of the profits.’ They said, ‘Yes’.”

    this might be reaching desperate fatalism but i dunno, we may never see another TB JA unless this goes thru ?

  9. Post
    #10
    Get some of the old Sir Tech team to help make it, should be one of the stretch goals.


  10. Post
    #12

    What does it mean that you have a Jagged Alliance License?
    Getting a license is purely a legal agreement of "Yes - you are allowed to use Jagged Alliance to make a game". It does NOT include money to make the game. It also means we are in Full Control of the development (pun intended).
    Last updated: Tuesday Apr 23, 6:29am EDT


    hmm i am not sure if i am confident of this. Maybe someone who is more knowledgeable on this can chip in? ( Eva etc )

  11. Post
    #13
    I'd be concerned about WHO gets the bulk of the profits of the finished game. I would pledge if the developer owned the IP, but the fact of the matter is that they don't, German publisher bitComposer do.

    So let's say Flashback is a hit. The publisher could turn and say screw you guys (developer Full Control. Heh, ironic name.), we're gonna make a sequel in-house and it will be F2P browser-based title driven by microtransactions. Something like that likely wouldn't happen if the developer owned the IP.

  12. Post
    #14
    Oh god, they made Frontline Tactics?

    Guys, this is going to suck :'(

  13. Post
    #15
    went ahead and backed them as i really want a proper updated TB JA to play again and not the 1.13 fan made by the bearpit etc. This is what they wrote about the licensing

    Licensing, Money, bitComposer and what it all means

    There is some confusion about what it means that we have licensed Jagged Alliance from bitComposer.

    A license is a right to use a brand. Its a legal agreement where we (Full Control) get the right to use a brand name (Jagged Alliance) from the license owner (bitComposer).

    Licenses could be given to e.g. make a t-shirt, a movie or like in this case - a computer game.

    Getting a license costs us (Full Control) money. It is not free, and there is typically also royalties to be paid. Totally similar to someone making Star Wars themed lunch boxes having to pay a royalty fee for every lunch box sold.

    This is also true for this deal. On the sales of the game past the Kickstarter we have to pay bitComposer for the Jagged Alliance license. This does not apply to your donated Kickstarter money. This will all go into development directly. The deal goes on royalty payments for non-backers who buy the game later.

    If we had to make a classic publisher work-for-hire deal, bitComposer would have paid the development, owned it all and they would control the development and which features go in.

    Since we are licensing instead, we do not get a single $ from them or others. We have to finance the development ourselves, define the game features and story (together with you), produce it and get it into your hands by the way we think is best.

    bitComposer still has a say in terms of us not destroying their brand by turning Ivan into a ballerina in a pink shirt and make the game into an endless runner in iOS. But as long as we stay within the defined boundaries of the license agreement, we are free to make the game to our ideas. We are pretty much free to do whatever we want, as long as it stays in the tactical genre however.

    This also means, that we can use bitComposer and other 3rd party companies as resources if it helps us. For example if we want to reach out to existing Back in Action fans on the bitComposer Facebook page, we can ask bitComposer to do that. If we want to send out press releases, we can use our own press agents instead of bitComposers PR guys - so that's what we've done - used our own. If we want to do physical boxes we can ask bitComposer to broker a deal for us (since they already have contacts) or go with our own if we want. Or find another partner. And so on.

    Being independent simply means that WE have a choice of who to ask for help. And sometimes the most wise choice is to seek partnership and help rather than doing things yourself.

    You might then wonder who pays for the development. Where is the money coming from to pay rent, purchase pizza and energy drinks to keep developers running?

    We are throwing in money of our own on top of the Kickstarter pledges. So it’s you and us. But we simply don't have the money to fully fund the development ourselves - far from it. We are a small company with 12 employees, running independently. We don't have the backing of deep pocketed publishers and we want to stay independent if possible for our game productions. So that we can make games that we feel need to be made in a way that might not be the latest and hottest one-click mechanic that makes gazillions.

    So if we don't get this Kickstarter backup from you, this game will not happen. We don't have the muscle to fund it ourselves, and the worst case would be that if it fails it may, for some people, also prove that a turn-based Jagged Alliance game is a dead end.

    Lets prove them wrong!!

    We hope this clears up any questions or confusion you might have on what a licensed deal means. Otherwise ask and we will answer

  14. Post
    #16
    Will be backing towards the end of the campaign..hopefully they can get near $1 mill or more, maybe buy the game out right from bitcomposer.

  15. Post
    #17
    |icED-e@RtH| wrote:
    maybe buy the game out right from bitcomposer.
    That's pure fantasy, let's be real. bitComposer are probably making easy money just by doing nothing. Royalties from continued sales of Kalypso's Back In Action (and its various DLCs + expansions), JA Online (from the developer of Shadowrun Online) and possibly even from all of various incarnations of JA 1 & 2 being sold on Steam, GOG, etc.

  16. Post
    #18
    Just a run down on what there bringing to JAF so far..

    1. The RPG Element

    Quote:

    We are going to get back to the great 2d icons for each NPC and mercenary. They simply allow for much more personality than a generic 3d head that will never have as much detail as a well drawn 2d image. Together with some cool facial animations a lot of personality and feelings can be displayed.
    Another very important aspect are the inter-team personalities. E.g. don’t put Fox and Buns together unless you want to listen to a cat fight making your ears bleed. While having the i-team working together will boost a teams performance.



    2. Classic "Turn Based Combat" system JA2 has (game goes into TB when enemy is spotted).

    Quote:

    This wouldn't be a true Jagged Alliance game without the hybrid system, therefore we are bringing back the hybrid system, enabling real time positioning your troops while roaming in a given sector outside of combat.
    When the enemy comes into line of sight of any squad member, the game turns into the classic turn-based combat system from JA2. Read more about that part further down.
    During all phases, enemies are only visible while inside line of sight and a few turns after leaving it again.



    3. Action Point system.

    Quote:

    The amount of action points for each turn is still depending on the state of the unit in terms of health, fatigue, stress, current stance and even possibly a more complex suppression system like in the 1.13 mod.


    4. The intrigue

    Quote:

    The game is not black and white, east vs. west, there are shades of grey - the Russian presence introduces a massive amount of turmoil on San Christobal, and various factions will compete against each other, some more active than others.


    5. Good old map

    Quote:

    The strategic level in Flashback will in its core work similarly to Jagged Alliance 2 with added base building.
    You have a chessboard like grid on top of the world map, you direct squads of mercenaries freely around on the map and each grid corresponds to an individual level on the tactical side of the game.


    6.Destructible Environment

    Quote:

    - being able to blow up a thin wall with a frag grenade to remove the cover that the enemy unit is hiding behind
    - use C4 to make a hole in a wall to create an alternative entrance to a building
    - cut holes in fences with a wire cutter
    - destroy equipment like radio transmitters, power generators, cars to stop the enemy from using them


    7. Micromanagement

    Quote:

    But this is not where it ends. In captured villages we would like to rework the militia system from earlier games. Parts of the buildings used in your central base can also be built in villages - e.g. fortify specific buildings, repair shops and medical facilities. But you can’t build an air strip or a hospital, these are things you have to control to reap the benefits. The enemy will actively try to retake lost sectors, so the more you control, the more you have to lose.

  17. Post
    #19

  18. Post
    #20
    JA2 co-designer Chris Camfield is on board as an advisor.

    Chris was responsible for co-designing and implementing the classic Jagged Alliance 2 games, as well as leading design in the unreleased Jagged Alliance 3.

    Additionally, Full Control has established an advisory team of community modders to advise and co-design the modding support options for Flashback. Currently this team includes R@S, creator of the Blue Sun Mod for 7.62 - High Calibre and DepressivesBrot from the 1.13-Crew. Full Control is in active talks with additional high profile modders to expand the advisory team even more.

    “We are extremely excited to have Chris on board as an advisor. He is able to not only answer how things were implemented, but why”, said Thomas Hentschel Lund, CEO of Full Control, “We are able to get a much deeper understanding of the inner workings of Jagged Alliance 2 in addition to the insights that Chris and the Sir-tech team had during development on Jagged Alliance 3. And now in actively collaborating with established modders we're making sure that Flashback will support modding from day 1 in the best possible way”.

  19. Post
    #21
    I'm really liking the sound of this. Not sure about about putting cash down for it just yet, but I like what I have been reading.

  20. Post
    #22
    yeah they are making the right noises still it is preaching to the choir. They are half way there and only 1/3 way funded. It will be tight or not reaching many stretch goals.

  21. Post
    #23
    People probably waiting till nearer the end of the kickstarter to back it, like myself, with new's like this and maybe if they can get some more of the old Sir-tech team to help, they'll get more funding.

  22. Post
    #24


    Dont know if anyones seen this but i thought it was quite good.


  23. Post
    #25
    Full Control Team Video:

    http://www.youtube.com/watch?feature...&v=20YdxsZz_P0

    For people who have given up on JA or dont know what this games about
    watch this video.

    http://www.youtube.com/watch?v=Ht3_a7l7QeY