BZ3: Genesis

Moderators: GSH, Commando, VSMIT

User avatar
Ded10c
Recycler
Posts: 3815
Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
Contact:

Re: BZ3: Genesis

Post by Ded10c »

Nielk1 wrote:"Gun Metal Grey and Dog **** Brown", now all it needs is "MOAR BLOOM!!!!111" and it will be a next gen title!
Image
User avatar
HitchcockGreen
Bull Dog
Posts: 504
Joined: Sat Apr 09, 2011 4:26 am

Re: BZ3: Genesis

Post by HitchcockGreen »

LtFEED wrote:Agreed, most of the BZ1 boys dislike BZ2. I make sure that if any idiot from the "BZ1 world" makes a hate post at BZ3 about BZ2, that it is dealt with immediatly or the post is deleted and the member is banned. One thing i dont tolerate at the BZ3 forums is haters.

I think the BZ3 forum is made up of mostly BZ2 boys. most of the discussion on this topic revolves around how BZ2 actually works. we refer to BZ2 for reference on a regular basis. THe only references we make to BZ1 is in relation to how the game looks (generally color). IMO the color palette used ingame is one of the most important aspects of the game environment, so im always tinkering with it.

I promise, NO orange tanks. in fact it think were going with gun metal grey and dark (military) green... :)
I was hoping to get some suggestions about this.....

-LtF
So far from what I've seen the colours look great. And as a BZ1 "fanboy"...I don't hate BZ2, I just don't like it. The reason many of us didn't like it as much is probably the deviations from the original that made the original great. Not just the horrible orange tanks. :lol:

I admit, i am a member of the BZ3 board, although I don't visit as often as I likely should. It's good to see this project still going. There was talk of BZ3 for many years but it only ever amounted to just talk. Congratulations on your efforts. really looking forward to what the end product might look like.

I have no allusions that it will be a BZ1 remake like many I assume are hoping for, but something in the same vein, but also very different. Can't always have it exactly the same...what fun would that be?
User avatar
Psychedelic Rhino
Bull Dog
Posts: 984
Joined: Wed Feb 23, 2011 5:47 pm
Location: Raleigh, NC

Re: BZ3: Genesis

Post by Psychedelic Rhino »

I had no real issue with BZ2's evolved strat, as a matter of fact, I liked several aspects, my dismay with BZ2 was primarily how much it deviated from BZ1's story line and the Saturday morning cartoon look. I also initially was bothered by the physics, but I imagine I could have grown to enjoy the ships, as I have with BZE/BZ2 hybrids.
User avatar
Ded10c
Recycler
Posts: 3815
Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
Contact:

Re: BZ3: Genesis

Post by Ded10c »

Only thing that bothers me with BZ2 is its look, everything else to me flows on quite well from BZ1 - it just seems otherwise at first glance. Even some long-time BZ2 players get confused by that.
Eddy
Rattler
Posts: 56
Joined: Sun Feb 20, 2011 4:47 pm

Re: BZ3: Genesis

Post by Eddy »

There's a difference between disliking something and starting a campaign against something. I don't get why some people think that if they don't like something, everyone else must told to stay away. Why not let people make their own decisions? Haters is a good term for people like that...

I played BZ2, for the most part, enjoyed it but the bugs early on was hard to deal with. I mostly played DM in BZ2, it can be hard to get a decent team together for strat. I think BZ2 could have done more with the graphics quality and the look 'n feel. It does seem a little cartoonish but hey, I play Borderlands which actually is a cartoon :)

Eddy
User avatar
Clavin12
Bull Dog
Posts: 676
Joined: Fri Feb 25, 2011 4:50 pm
Location: The Deep(ish) South

Re: BZ3: Genesis

Post by Clavin12 »

It's like starting a campaign against olives.
Col Klink
Sabre
Posts: 368
Joined: Fri Apr 15, 2011 8:24 am
Contact:

Re: BZ3: Genesis

Post by Col Klink »

AHadley wrote:
Nielk1 wrote:"Gun Metal Grey and Dog **** Brown", now all it needs is "MOAR BLOOM!!!!111" and it will be a next gen title!
Image
Ahadley, you really should avoid using such massive images in posts; it looks like **** and really messes up the page posts making them really hard to read/view by other users. Thank.
User avatar
Ded10c
Recycler
Posts: 3815
Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
Contact:

Re: BZ3: Genesis

Post by Ded10c »

Yeah, sorry... I tried resizing it using all the methods I can find and none of them worked. Perhaps I'm just not doing it right.
User avatar
Iron Maiden
Sabre
Posts: 267
Joined: Sun Feb 27, 2011 3:13 am
Location: The Dark Side of the Moon

Re: BZ3: Genesis

Post by Iron Maiden »

Lt.Feed, let me know if you need any help with the story, I am very much willing to assist.
User avatar
Lionsword7
Thunderbolt
Posts: 165
Joined: Fri Feb 25, 2011 5:26 am
Location: CA

Re: BZ3: Genesis

Post by Lionsword7 »

Looks like it has great potential.
Honda
Drunken Scav
Posts: 11
Joined: Sun May 01, 2011 6:36 pm

Re: BZ3: Genesis

Post by Honda »

Hello,

I have been introduced to this forum by LTFEED... Im one of the people taking part in developing the BZ3 Genesis project and I'd like to thank you guys for having a topic dedicated for this project here... First, im looking to play BZ on multilayer as I barely find people out there and I assume there is alot of active people here... 2nd, im here because i'd like to speak to proper BZ fanatics and get opinions about about certain parts of our project..

For example, were building a state of the art, curved/concave HUD and we're finding ways to improve the BZ1 HUD and make it more compact, less, cluttered and more informative... Heres a set of mock up samples for how the HUD is being planned for out next release.. We want to make the experience fast paced and more clear, to match with today's standard..

This is our layout for the new HUD:
Image

This is our command menu for the units combined with the radar at the top left corner:
Image

We have some ideas for the command interface and ways to make RTS functions faster and unit management more efficient such as switching to an RTS map mode where a map in FPS mode is toggled and commands can be issued on it via mouse in order to better keep track and control of units which might be a placeholder for sat nav..
User avatar
Clavin12
Bull Dog
Posts: 676
Joined: Fri Feb 25, 2011 4:50 pm
Location: The Deep(ish) South

Re: BZ3: Genesis

Post by Clavin12 »

That reminds me. What about more resources other than biometal?
User avatar
Ded10c
Recycler
Posts: 3815
Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
Contact:

Re: BZ3: Genesis

Post by Ded10c »

I can't help but think BZ2's method of using the function keys to select unit groups was far better than BZ1's categories.
User avatar
Nielk1
Flying Mauler
Posts: 2991
Joined: Fri Feb 18, 2011 10:35 pm
Contact:

Re: BZ3: Genesis

Post by Nielk1 »

AHadley wrote:I can't help but think BZ2's method of using the function keys to select unit groups was far better than BZ1's categories.
Oh it was, it was. Who doesn't like having 100 units! :-P
User avatar
Nielk1
Flying Mauler
Posts: 2991
Joined: Fri Feb 18, 2011 10:35 pm
Contact:

Re: BZ3: Genesis

Post by Nielk1 »

Col Klink wrote:Ahadley, you really should avoid using such massive images in posts; it looks like **** and really messes up the page posts making them really hard to read/view by other users. Thank.
It looks fine to me... We probably need to put a DIV with scrollbars on the horizontal in the post template.
Post Reply