I know videos are all the rage these days. I'll definitely try to do some sort of video/trailer pretty soon. Actually waiting for one of the mech units to be finished, as that would be a pretty cool unit to include in a trailer I think.
I bring a new screenshot with me, showing a few buildings and some tanks battling it out!
The UI will be pretty similar to SC2's. We're actually just in the process of figuring out the sc2 layout files. The plan is to keep things mostly the same (eg. Radar map bottom left, command card bottom right) but we're including a couple new buttons for the special powers (like airstrikes, paratrooper drops, etc) on the side of the screen.
We're thinking of reducing the UI size a good amount, as there is a lot of empty space that I think could be better used and reorganized.
Hmmm... that's tough to answer. I'll say that water has a "cameo" role in this game if that makes any sense, hah!
What I really mean is that we don't have any fully controllable boats. We do use water units to a small extent though. One of the buildable units is a hovercraft that can cross both land and water at any time.
Secondly, one of the SP missions gives you control of a massive offshore battleship that you use to assist in your objectives. The idea is that as you build your base on land, you use the powerful battleship to defend your base and wipe out enemy targets, super long range. We may or may not add in more water-based units or functionality, everything is pretty subject to change at this point.
We're still definitely workin away on this project. We've been really quiet, kindof intentionally as we are holding a lot of stuff back for a proper trailer + announcement. We are targeting 2 weeks from now to have our trailer ready to go, with some proper screenshots and a game description. Hopefully will be worth the time it's taken.
I love to see this level of dedication to a project. Really good work.
How large is your modding team?
I can't wait until I can get my hands on some higher quality tools and learn how to make awesome textures so I can do things like this...right now, I'm limited to wireframes :(.
What can we expect in terms of factions/gameplay layout? Are there different factions you can play as, or is everybody using the same group of units? Do you still create workers and gather resources, build units and so on, or is it more streamlined?
We're still definitely workin away on this project. We've been really quiet, kindof intentionally as we are holding a lot of stuff back for a proper trailer + announcement. We are targeting 2 weeks from now to have our trailer ready to go, with some proper screenshots and a game description. Hopefully will be worth the time it's taken.
Thanks man. Right now our team is at about 10 guys total, including a couple guys from mapster here.
To answer your other questions, we're running 2 different factions here (we'd love to do 3, but that's a bit unrealistic at this point). Our gameplay is RTS gameplay; build your base, gather resources, build units, wipe out your enemy. So in that respect it's really familiar. We're still not sure how this will be released, so I won't comment too much on that. We WILL be including an 8 mission long SP campaign, as well as a bunch of multiplayer maps. The more we can include, the better.
So we're doing an all-new story with factions, new gameplay, units, SP missions, the whole deal. Still far from release but we now have a lot finished that we'll be showing off real soon :) Truth be told, we are awaiting a few more animations before we go live with the trailer and website and all that.
I'm surprised that I hadn't heard of this until now. I'd like to think I keep pretty good tabs on anything worth looking at. I'm definitely impressed by the quality of your teams models.
Not to suggest adding me to your team, but when you start getting into the thick of the Data Editor I wouldn't mind answering any questions you might have. If you hit any road blocks at all, chances are I'll know how to step around them ;P
Prozaic: It's nice to hear praise from a community veteran. Right now we are set data-wise, almost all of our game systems are functional. If we do have any issues I'll be sure to ask ya tho, many thanks!
Creeper: PW isn't bad I'll admit, but its really just been a development codename for the past year - we've actually just decided on the proper name the other day. We'll update everything with the new name real soon. On terrain - yessir, that's been changed. All of our textures are new (minus the ground concrete, we've re-used that). We've also thrown out SC2's cliff system as it didn't fit our art style at all. Replaced with sculpted 3d terrain, so mountains and rivers and such.
You can actually get around the 10mbs limit by creating mod files which I assume is the goal here. If they remake the vast majority of everything from scratch, they can actually remove the SC2 dependencies and replace them with their mods (that have the custom models and so forth).
In this fashion the map will still be less than 10mb while the dependencies can fit all of their content outside of this limitation.
To make it even easier you can use the blizzard mods as dependencies in your mod, and then use your mod as a dependancy or have 2 mods, meaning you can remove any limitation really.
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@Ash4meD: Go
right now we are at 18 of 42 total planned units. Still a long way to go! But getting there, ever so slowly.
God, those new screenshots look awesome.
I'd pay for this in the marketplace :D.
Wow those are Sc2? You guys are doing some great work.
As I said before Alex, really nice work. You should try and get a video, everyone loves videos over screenies, ;).
I know videos are all the rage these days. I'll definitely try to do some sort of video/trailer pretty soon. Actually waiting for one of the mech units to be finished, as that would be a pretty cool unit to include in a trailer I think.
I bring a new screenshot with me, showing a few buildings and some tanks battling it out!
This looks amazing! I'm just wondering how you'll do the UI?
@Nebuli2: Go
The UI will be pretty similar to SC2's. We're actually just in the process of figuring out the sc2 layout files. The plan is to keep things mostly the same (eg. Radar map bottom left, command card bottom right) but we're including a couple new buttons for the special powers (like airstrikes, paratrooper drops, etc) on the side of the screen.
We're thinking of reducing the UI size a good amount, as there is a lot of empty space that I think could be better used and reorganized.
Will water play much of a role in this game?
@Nebuli2: Go
Hmmm... that's tough to answer. I'll say that water has a "cameo" role in this game if that makes any sense, hah!
What I really mean is that we don't have any fully controllable boats. We do use water units to a small extent though. One of the buildable units is a hovercraft that can cross both land and water at any time.
Secondly, one of the SP missions gives you control of a massive offshore battleship that you use to assist in your objectives. The idea is that as you build your base on land, you use the powerful battleship to defend your base and wipe out enemy targets, super long range. We may or may not add in more water-based units or functionality, everything is pretty subject to change at this point.
Axis and Allies + Starcfraft2 = holy shi*!
Know this is an old thread, but still. Great work, hope you guys haven't given up on this project!
Great to be back and part of the community again!
@TacoManStan: Go
We're still definitely workin away on this project. We've been really quiet, kindof intentionally as we are holding a lot of stuff back for a proper trailer + announcement. We are targeting 2 weeks from now to have our trailer ready to go, with some proper screenshots and a game description. Hopefully will be worth the time it's taken.
I love to see this level of dedication to a project. Really good work.
How large is your modding team?
I can't wait until I can get my hands on some higher quality tools and learn how to make awesome textures so I can do things like this...right now, I'm limited to wireframes :(.
What can we expect in terms of factions/gameplay layout? Are there different factions you can play as, or is everybody using the same group of units? Do you still create workers and gather resources, build units and so on, or is it more streamlined?
Woot :) want to see a video BAD!
@wingednosering
Thanks man. Right now our team is at about 10 guys total, including a couple guys from mapster here.
To answer your other questions, we're running 2 different factions here (we'd love to do 3, but that's a bit unrealistic at this point). Our gameplay is RTS gameplay; build your base, gather resources, build units, wipe out your enemy. So in that respect it's really familiar. We're still not sure how this will be released, so I won't comment too much on that. We WILL be including an 8 mission long SP campaign, as well as a bunch of multiplayer maps. The more we can include, the better.
So we're doing an all-new story with factions, new gameplay, units, SP missions, the whole deal. Still far from release but we now have a lot finished that we'll be showing off real soon :) Truth be told, we are awaiting a few more animations before we go live with the trailer and website and all that.
Videos coming soon.. I promise! hah
I'm surprised that I hadn't heard of this until now. I'd like to think I keep pretty good tabs on anything worth looking at. I'm definitely impressed by the quality of your teams models.
Not to suggest adding me to your team, but when you start getting into the thick of the Data Editor I wouldn't mind answering any questions you might have. If you hit any road blocks at all, chances are I'll know how to step around them ;P
@alexbis: Go
Project Warfare is a pretty cool name ;P
By "Change everything", do you change the terrain as well?
Prozaic: It's nice to hear praise from a community veteran. Right now we are set data-wise, almost all of our game systems are functional. If we do have any issues I'll be sure to ask ya tho, many thanks!
Creeper: PW isn't bad I'll admit, but its really just been a development codename for the past year - we've actually just decided on the proper name the other day. We'll update everything with the new name real soon. On terrain - yessir, that's been changed. All of our textures are new (minus the ground concrete, we've re-used that). We've also thrown out SC2's cliff system as it didn't fit our art style at all. Replaced with sculpted 3d terrain, so mountains and rivers and such.
I am assuming this is over the 10mbs that is aloud on sc2?
You can actually get around the 10mbs limit by creating mod files which I assume is the goal here. If they remake the vast majority of everything from scratch, they can actually remove the SC2 dependencies and replace them with their mods (that have the custom models and so forth).
In this fashion the map will still be less than 10mb while the dependencies can fit all of their content outside of this limitation.
@ProzaicMuze: Go
To make it even easier you can use the blizzard mods as dependencies in your mod, and then use your mod as a dependancy or have 2 mods, meaning you can remove any limitation really.