Page 2 of 3

Re: Assault Bay

Posted: Fri Jan 18, 2013 4:57 pm
by Vision1
How to get vsr? :?

Are people still developing this game furthermore with patches orso?

To bad they don't make a battlezone 3, cause with today's technology and being the genre rather excepted they could make an very awesome game ;)

Re: Assault Bay

Posted: Fri Jan 18, 2013 5:28 pm
by GSH
Read this post as to why a "Battlezone 3" is unlikely. I stickied that thread for a reason. Don't make me force that thread on people before they sign up.

-- GSH

Re: Assault Bay

Posted: Sat Jan 19, 2013 12:46 pm
by Vision1
Well, what i have to say about it is: What a shame, those people dissing **** or trying to are just bastards!
So it comes to this, everything around battlezone is locked.
If someone decided they wanted to make a similair game from scratch that's close to battlezone, they also couldn't cause the code and all is locked and forgotten, plus sales are not going to be great due to economic crisis..

But since 2000 there where other fps + rpg games that where succesfull yes?

Re: Assault Bay

Posted: Sat Jan 19, 2013 1:39 pm
by Ded10c
Vision1 wrote:Well, what i have to say about it is: What a shame, those people dissing **** or trying to are just bastards!
So it comes to this, everything around battlezone is locked.
If someone decided they wanted to make a similair game from scratch that's close to battlezone, they also couldn't cause the code and all is locked and forgotten, plus sales are not going to be great due to economic crisis..

But since 2000 there where other fps + rpg games that where succesfull yes?
Bits of this don't make sense.

First off, there's zero point in making a game that won't sell. BZ1 only sold well because it was bundled with products; BZ2 didn't have that luxury. Why would a game developer waste time and money on something that won't make a return? It's not good business.

If you're building a similar game from scratch, there would be no need to have access to the code. It would be from scratch. There have been a couple of people who said "yeah, let's do it!" and most of them never left the starting gates. Bionite: Origins, which started strong, is currently having major issues because their lead developer doesn't seem to have a clue about project management.

There have been other FPS/RTS hybrids that have been successful, yes, but none of them worked the same way Battlezone did. Nuclear Dawn, for example, only allowed one at a time.

Re: Assault Bay

Posted: Sat Jan 19, 2013 6:57 pm
by Vision1
AHadley wrote:
Bits of this don't make sense.

First off, there's zero point in making a game that won't sell. BZ1 only sold well because it was bundled with products; BZ2 didn't have that luxury. Why would a game developer waste time and money on something that won't make a return? It's not good business.
I just said that

Re: Assault Bay

Posted: Sat Jan 19, 2013 6:58 pm
by Vision1
And i meant Fps + Rts

Re: Assault Bay

Posted: Sat Jan 19, 2013 7:01 pm
by Vision1
AHadley wrote:
There have been other FPS/RTS hybrids that have been successful, yes, but none of them worked the same way Battlezone did. Nuclear Dawn, for example, only allowed one at a time.
Allowed what? one at a time..?

Re: Assault Bay

Posted: Sat Jan 19, 2013 7:33 pm
by Ded10c
Vision1 wrote: I just said that
Vision1 wrote:those people dissing **** or trying to are just bastards
The video game business is about making money, not about "dissing ****" or not being a bastard.


By "one at a time", I mean one genre at a time. The charm on BZ was that you could command your base while in the field; if you're limited to either FPS or RTS like Nuclear Dawn or Natural Selection that's lost. It would be like playing Battlezone solely from the bunker, which is a) boring and b) pointless online because the enemy will steamroller you.

Re: Assault Bay

Posted: Sun Jan 20, 2013 2:38 pm
by Vision1
1) I meant with the people dissing, the people who where against this game duh... Not the game industry!

2) Offcourse. But what is steamrolling?

3) I'm currently working on several projects. First of all i produce music and i'm styding for audio engineer. Second of all i'm currently busy with understanding game engines and making some with the Unreal engine 3, up next is to understand the build of a game engine with some mates and to build a Battlezone 3 engine in within 6 years from scratch (Without the name Battlezone)
This engine is going to be opensource, i don't know if it will work out or not. But i know one thing, it's going to be challenging..

Most of all it's going to be fun.

If anyone wants to join in the future, just let us know ;)

Re: Assault Bay

Posted: Sun Jan 20, 2013 3:06 pm
by Zero Angel
Oh man. That's gonna be some hard work. Most people who have tried to port BZ style game mechanics to a different game engine have given up due to the amount of work involved in doing so. There was a project called Bionite which was supposed to be a 'spiritual successor' to BZ2, they even had a kickstarter and everything but the project fell through. Not trying to discourage you but try to tinker with the engine and try to get the physics to be close to BZ2 then see about porting over the assets and such. 'Within 6 years' is a realistic timeline.

Re: Assault Bay

Posted: Sun Jan 20, 2013 5:50 pm
by Vision1
Why did the bionite project fail?

Yes it's gonna be hard work but with all the new technology it's gonna be really cool..
I'm not going to rush this, i set 6 years as a goal but i don't mind if it takes 20 years..
Maybe it does..

Re: Assault Bay

Posted: Sun Jan 20, 2013 6:30 pm
by Vision1
I'm a drunken scav ;)

I want that to be over. I want the ai very intelligent. I want more units. I want big tech tree's. I want different tech tree's. I want a sky. I want big maps. I want the enemy to start from scratch just like the humans. I want a big war. I want that the player's can build more units. I want more then 2 team's. I want the visuals breathtaking.
I want the same style of gameplay. I want to choose between modes.
I want much more ;)
I have a vision about this game and it could be so very awesome, it's going beyond everything..

Re: Assault Bay

Posted: Sun Jan 20, 2013 7:35 pm
by Ded10c
Bionite is apparently still going, but most of the team left a few months ago and no information has been released since. I'm one of its writers and have heard nothing in months. I, several other of its developers, and the community as a whole thoroughly believe the project to have failed. We have heard nothing from the project lead.

Re: Assault Bay

Posted: Sun Jan 20, 2013 11:52 pm
by Vision1
That's to bad..
Yes indeed it's a bad sign that nobody released any info on it.
Why they stopped? They are funded and all. And from what i've seen about it, it looks great.
I don't know about the gameplay

How many people where in total? Okay 23.
Did you/they build their own engine or did they use some other engine? Cause building an engine within 2 years plus the game itself is very fast...

I'm currently working with the UDK development kit unreal engine 3. Man what a machine :D

I'm gonna build something like that but specifically for fps + rts combo's. With the style like battlezone games in mind..
Well that's my aim overtime ;) A complete kit for such games. That's my plan. (Estimated Time Frame: 20 years. On my own.)
Unless this already exists??

Re: Assault Bay

Posted: Mon Jan 21, 2013 12:30 am
by Ded10c
Vision1 wrote:That's to bad..
Yes indeed it's a bad sign that nobody released any info on it.
Why they stopped? They are funded and all. And from what i've seen about it, it looks great.
I don't know about the gameplay

How many people where in total? Okay 23.
Did you/they build their own engine or did they use some other engine? Cause building an engine within 2 years plus the game itself is very fast...

I'm currently working with the UDK development kit unreal engine 3. Man what a machine :D

I'm gonna build something like that but specifically for fps + rts combo's. With the style like battlezone games in mind..
Well that's my aim overtime ;) A complete kit for such games. That's my plan. (Estimated Time Frame: 20 years. On my own.)
Unless this already exists??
They were using UDK3. The development stopped because the lead developer didn't know how to lead a project. It's his first game and he didn't really have a clue what he was doing; there was a learning curve for all of us, and from what I see he fell on the wrong side of his and couldn't cope.

As to the funding, well, I have yet to hear from a developer who's received any payment for their contribution.

By the way, engine building is a hell of a lot of work. If you started now, on your own and with as little programming knowledge as you do, as soon as you got something it would be so far behind the curve it wouldn't be worth using. Start small (flash games and the like) and work up (indie projects, join a studio, do larger stuff, strike out on your own).