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Old 24th May 2011, 04:19 PM   #101
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You quit, remember? :P
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Old 24th May 2011, 06:33 PM   #102
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Wont be enough to just hire someone, we need someone who cares (which means to understand the idea). Also as Indigo said, it's not only about coding nowadays anymore. We need a team. Realism in a game doesn't only mean how things are programmed to function but also animated to work, etc. Assets are needed and they need to be of not generic mainstream build, but developed with "as real as it gets" in mind. There is more to it, it is more complicated than that.
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Old 25th May 2011, 02:36 AM   #103
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^ Of course. But no matter how beautiful your models and stuff is, it'll do exactly nothing without code to make it do something.
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Old 25th May 2011, 09:31 AM   #104
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Not counting maps and missions I put things into two cathegories, Art and Function. Art is 3D, texture and sound. Function is code and animation.
Art is important and can add a great deal to help realism and immersion, but Function is the core aspect, because it is not about how things look but how features work and are used by the player.

As example. Most generic way to do pistols is to have the slide unlocking after reloading as a separate animation, in real life, when your life depends on it, you slap the mag in and aim the pistol while unlocking the slide after which you can fire immediately. Two actions in one move, that's realism and if the animator doesn't get it right, even the programmer can't help it.
Same with drawing the sidegun, if your life depends on it, you can unsave the pistol and already fire a couple of rounds even before you brought it to aim. This is realism, this is gameplay. These are the things the animator needs to be aware of and work toward to and the programmer needs to make it being usable comfortable and effective (no unnecesssary delays when pushing keys, etc).

Some guns in INF even push it so far as to run a "bring to hip" animation, than run the "unsave gun" animation, after which I can initiate the "aim gun" action. Gosh, I can chat in the meantime while Tangos rip me apart... realism.

Last edited by Psychomorph; 25th May 2011 at 09:34 AM.
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Old 2nd Apr 2012, 06:53 PM   #105
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Something is coming on April the 16th! I don't know what, but it is coming.


In the meantime, some appetizers:

This image was resized using the screenshot tag.  Click to view the full version

This image was resized using the screenshot tag.  Click to view the full version
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Old 3rd Apr 2012, 04:33 AM   #106
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Looking good.
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Old 4th Apr 2012, 05:48 PM   #107
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weeeee
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Old 5th Apr 2012, 12:36 AM   #108
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Mmm, tacticulicious... or something.
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Old 11th Apr 2012, 09:40 AM   #109
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www.groundbranch.com
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Old 24th Sep 2013, 04:52 PM   #110
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If you were a backer, check out last update and do the survey.

http://www.kickstarter.com/projects/...9?ref=activity
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Old 25th Sep 2013, 04:03 AM   #111
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Quote:
Originally Posted by Coop-Stogie View Post
Next thing, if Steam/internet is down, i canīt play any single game.
There is offline mode.
If everything is true, when it can't reach the steam server, it offers you the offline mode.
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Old 25th Sep 2013, 04:21 AM   #112
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Quote:
Originally Posted by Psychomorph View Post
As example. Most generic way to do pistols is to have the slide unlocking after reloading as a separate animation, in real life, when your life depends on it, you slap the mag in and aim the pistol while unlocking the slide after which you can fire immediately. Two actions in one move, that's realism
Or if you are in a situation shooting competition.

Quote:
Originally Posted by Psychomorph View Post
Same with drawing the sidegun, if your life depends on it, you can unsave the pistol and already fire a couple of rounds even before you brought it to aim. This is realism, this is gameplay.
I did that "shooting while switching to aim mode" in INF coop a lot...

Quote:
Originally Posted by Psychomorph View Post
These are the things the animator needs to be aware of and work toward to and the programmer needs to make it being usable comfortable and effective (no unnecesssary delays when pushing keys, etc).
Yeah, i always hated these unnecesssary anims, instead making the anim slower, if they think it's too fast... (for exemple: INF M4 drawing)

Quote:
Originally Posted by Psychomorph View Post
Some guns in INF even push it so far as to run a "bring to hip" animation, than run the "unsave gun" animation, after which I can initiate the "aim gun" action. Gosh, I can chat in the meantime while Tangos rip me apart... realism.
AKM/M4 vs HK416 (w/o GL)?
Do the 2 AR15 drawings have the same lenght?
It seemed that way for me...
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Old 25th Sep 2013, 10:55 AM   #113
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Exclamation

Quote:
Originally Posted by Psychomorph View Post
If you were a backer, check out last update and do the survey.

http://www.kickstarter.com/projects/...9?ref=activity
I did a survey and would love to participate.

However one thing really worries me...
A citation from letter I received from KickStarter:

"While we will do the Alpha Early Access ourselves, we have also contacted Valve about doing an official Early Access sale on Steam and they are interested. However, they would like to see a more polished and complete build before committing..."

I believe I can speak for people who refuse to use Steam(tm) here:
I have nothing against GB being sold on Steam(tm), but I would not buy or support a steam exclusive game.

Thank you for reading
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Last edited by I-C-A-R-U-S; 25th Sep 2013 at 11:29 AM.
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Old 25th Sep 2013, 11:23 AM   #114
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considering how they have been struggling to get this off the ground for years now im not surprised that they are going with steam. How many more options are there now?
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Old 25th Sep 2013, 01:12 PM   #115
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Personally, I'm not really impressed with the game. It doesn't look that great.
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Old 9th Oct 2013, 11:46 AM   #116
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Honestly they should try to get funding from a backer by marketing it as a F2P game. Have a few solid guns with some optics as unlocks but make almost all extra kit buyable in micro transactions.

All free to play shooters are arcadey bull****. That's a niche that isn't served right now.
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Old 30th Oct 2013, 07:57 PM   #117
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All free to play shooters are arcadey bull****. That's a niche that isn't served right now.
^This. And that especially goes for WarCrap.
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Old 26th Nov 2013, 02:00 PM   #118
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If you guys break up as a company, I hope you'll donate your house models to Arma 3. At least then we'll have more than 3 types of houses.

Arma 3's vision of "civilization" SUCKS.
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Old 26th Nov 2013, 06:45 PM   #119
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Summary of recent news:

1) Kickstarter in January 2014 (small KS to feed an early access version of GB, possibly only $25.000 USD)

2) Ground Branch moved to Unreal Engine 4 (much better programming and art integration)

3) Blackfoot is an official Play Station 4 developer (no imminent plants for a PS4 version yet, but if they decide there will be nothing in the way)

4) For those who are not up to date, krisredbeard is now the programmer lead at Blackfoot Studios. Another Infiltration player, can be only a good thing.
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Old 26th Nov 2013, 11:54 PM   #120
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Thanks Psychomorph for the update. It seems Ground Branch is the only hope for us military simulator enthusiasts now.
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