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RE: Close Combat August Update - Screenshot 2 & 3

Posted: Tue Sep 05, 2017 3:56 pm
by SteveMcClaire
ORIGINAL: CGGrognard
So are you saying that there may be multi level buildings in the future?

Yes. It is definitely I want to add, and pretty much a requirement if/when we do a campaign that focuses on urban combat.

Steve

RE: Close Combat August Update - Screenshot 2 & 3

Posted: Sat Sep 09, 2017 6:11 pm
by Gripen
ORIGINAL: Steve McClaire

ORIGINAL: CGGrognard
So are you saying that there may be multi level buildings in the future?

Yes. It is definitely I want to add, and pretty much a requirement if/when we do a campaign that focuses on urban combat.

Steve

Very happy to hear this Steve. I think it was one of the main features in the CC series. I used it extensively and I guess it's just realistic.

Example 1: MG42 in a mill overlooking a wide field.
Example 2: Sniper in a bell tower.

Images look good, I'm happy there are some updates!

What I don't really like is the colors on the grass and as mentioned before the NATO symbol thingy next to the tanks(/etc.), looks way to big/in the way.

Good luck on the progress, I hope I and the others can help test the beta. I know it's a small dedicated community.

RE: Close Combat August Update - Screenshot 2 & 3

Posted: Sun Sep 10, 2017 10:06 am
by LeeChard
I agree with Gripen's opinion of the size of the symbol with the tanks in the screenshots.
Will there be display options?

RE: Close Combat August Update - Screenshot 2 & 3

Posted: Tue Sep 12, 2017 1:13 pm
by Benedict151
We're looking at them

RE: Close Combat August Update - Screenshot 2 & 3

Posted: Wed Sep 20, 2017 2:10 am
by sepp3gd
This is definately Close Combat.

Frankly, I could care less about the ability to rotate the camera 360 degrees. With trees and one story buildings not creating an issue whatsoever with seeing units. I would simply combine what works with Close Combat Gateway to Caen and what works here with Bloody First - eliminate the ability to rotate the view and then use hand-drawn artwork for details such as fences, rubble, roofs, etc.

Basically, a combination of tile to build the foundation for the trees, terrain, and structures, and then go in with hand-drawn artwork to give the game the Close Combat style which is lacking here. The gameplay will be fun in 3D no matter what. So if you are going for aesthetics, do your own thing and stay original. Rotaing view 360 is hardly necessary to begin with.

With regard to the soldier monitor - not being able to see the information regarding the condition of individual soldiers is taking a step backwards. Why eliminate this feature? Seeing the invdividual weapon, the ammunition, the soldiers physical health, mental condition, experience, rank, etc. - these were all unique Close Combat features.

Eliminating the soldier monitor for the sake of viewing space is counter productive because the amount of information communicated in the soldier monitor cannot be made up for with the gain of extra viewing space. Close Combat is an intimate style of gameplay. It is unique because it has no story line, no character development cutscenes, none of what modern gaming relies upon to give the feeling of attachment and loss when a character is harmed or lost in the game story.

Going through a campaign and coming to rely upon certain units and seeing them gain experience and earn medals does something to me. It makes me protect that unit more than another green unit not only for their value but something of luck and a bit of sentimental attachment.

Frankly, eliminating the hand-drawn details on the map, eliminating the soldier monitor, these are all ruining the game because they eliminate the reality and intimacy. In the swtich from 2D to 3D, the focus on simply having a 3D game should not become a myopic absolute at the expense of such critical things.

RE: Close Combat August Update - Screenshot 2 & 3

Posted: Thu Sep 21, 2017 8:12 am
by Gripen
@sepp3gd
Absolutely agree with you. Couldn't care less about 3D rotating a map. I'm sure if we could do it in CC2 A Bridge Too Far on 1024x768 we don't have a problem now ;) The basic things of CC is what does it for me, group/individual morale, health ammo, weapons, range of those AP/AT weapons, line of sight, multi-floor buildings and the tactics involved.

As above, a very good example of it is the first map as Germans on I think it was Last Stand Arnhem. One MG42 gunner squadin the Mill lower right, while looking at his ammo and carefully firing/hiding only when you see troops moving and holding out as long as possible with the ammo and morale dropping while mortars are falling around and eventually falling back to another good position.

Another question, Anti Aliasing is something that will be implemented in the final product I hope(looking at the screenshots)?

RE: Close Combat August Update - Screenshot 2 & 3

Posted: Mon Sep 25, 2017 2:08 pm
by SteveMcClaire
Just to note, as with previous version of the game, you can hide or move the various monitors if you wish.

And as stated, these are all work in progress screenshots. Graphical polish will continue through release.

Steve

RE: Close Combat August Update - Screenshot 2 & 3

Posted: Wed Oct 11, 2017 8:28 pm
by CGGrognard
How's the work coming on this title?

RE: Close Combat August Update - Screenshot 2 & 3

Posted: Thu Oct 19, 2017 3:30 pm
by SteveMcClaire
CGGrognard,

Work continues -- effects and UI are getting some love from the artists and water (streams, ponds, etc.) is being implemented. I am finishing up changes to the campaign system and associated UI before going back to work on the AI.

Steve


RE: Close Combat August Update - Screenshot 2

Posted: Sun Oct 22, 2017 2:17 am
by Destraex
I also like the old team monitor which shows every man firing and what each mans status is.
Why change something that is fine.

You can still show all of this right?
Image

RE: Close Combat August Update - Screenshot 2

Posted: Mon Nov 06, 2017 8:15 pm
by SteveMcClaire
ORIGINAL: Destraex

I also like the old team monitor which shows every man firing and what each mans status is.
Why change something that is fine.

You can still show all of this right?

Yes, you can still display the soldier monitor with the same information on each man as in previous versions.

Steve

RE: Close Combat August Update - Screenshot 2

Posted: Sat Nov 11, 2017 6:18 am
by Destraex
Thanks Steve :)
Been waiting for this for some years.

RE: Close Combat August Update - Screenshot 2

Posted: Sat Nov 11, 2017 10:26 am
by arnhem1944
I was a young man when the development off this game started, and then it should been relesed to that years Christmas .... talk about a miss calculation and delay [;)]

RE: Close Combat August Update - Screenshot 2

Posted: Mon Dec 11, 2017 1:16 pm
by SchnelleMeyer
Any news on a Beta release? - Or any news at all would be welcome.

RE: Close Combat August Update - Screenshot 2

Posted: Sat Dec 16, 2017 10:32 pm
by Destraex
Any news at all would be great. This update is now heading to a year old.

RE: Close Combat August Update - Screenshot 2

Posted: Mon Dec 18, 2017 1:23 pm
by Nomada_Firefox
ORIGINAL: arnhem1944

I was a young man when the development off this game started, and then it should been relesed to that years Christmas .... talk about a miss calculation and delay [;)]
Very funny.[:D]

RE: Close Combat August Update - Screenshot 2

Posted: Thu Jan 04, 2018 7:26 pm
by Neogodhobo
Should have just made a regular Close Combat. I have a bad feeling about this 3D Close Combat.
The new graphics and explosion from the last Close Combat were the best so far. I wouldnt have mind a return to the eastern Front with those.

Personally, again, what I really wished for is a Close Combat 5 invasion normandy type, with the new graphics of Caen, set in the Eastern Front. Loved being able to choose my platoon. Really dislike the Caen system.

RE: Close Combat August Update - Screenshot 2

Posted: Fri Jan 05, 2018 6:59 am
by Nomada_Firefox
ORIGINAL: Neogodhobo

Should have just made a regular Close Combat. I have a bad feeling about this 3D Close Combat.
The new graphics and explosion from the last Close Combat were the best so far. I wouldnt have mind a return to the eastern Front with those.

Personally, again, what I really wished for is a Close Combat 5 invasion normandy type, with the new graphics of Caen, set in the Eastern Front. Loved being able to choose my platoon. Really dislike the Caen system.
A bit late for tell about it............

However, I like more this 3D game made with Archon than any 2D game with thousands of problems. GTC is a piece of shit at comparation. I would not buy any new game which it can not be modded with the level from BF. Units, maps and more.

RE: Close Combat August Update - Screenshot 2

Posted: Sat Jan 06, 2018 11:08 am
by Justmebeingme
I still find it comical that
A) people STILL BELIEVE THIS IS GONNA HAPPEN
and
B) the only time Maxi-pad....err I mean Matrix responds with an update is when someone calls them out


They cant create a new game,,,,not on a 2 people budget

RE: Close Combat August Update - Screenshot 2

Posted: Sat Jan 06, 2018 1:16 pm
by Nomada_Firefox
If you did not know (probably not), the game is at alpha stage and it was announced for this year in the list from 2018 games. http://slitherine.com/forum/viewtopic.php?f=58&t=81269