[Game] Festung Europa - Darkest Hour spiritual successor

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Snuffeldjuret

FNG / Fresh Meat
Jul 6, 2010
1,786
373
0
Goteborg, Sweden
I'd love for there to be a spawn truck which you share with the other guys who are about to spawn. And then you jump out of it as the actual spawning and the truck departs.
 

REZ

FNG / Fresh Meat
Nov 21, 2005
3,534
482
0
45
The Elitist Prick Casino
Yeah, there are tons of ways you could design a more plausible (and safe) re-entry into the battlefield. It really is map specific however, and up to the designer to put that extra bit of care into his/her work. Remember Vierville? Parachuting into the map, that was pretty cool. There were others with parachutes in RO, but Vierville was the one in DH.

I wonder how user friendly the map making is in Cry3.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
There was a pretty cool script in ARMA where you'd respawn in a transport plane which did laps, landed and you would jump out at an airfield. I like their mobile spawnpoint idea too, which of course could be destroyed by the enemy. It made you really think about where you parked it....
 

CocaineInMyBrain

FNG / Fresh Meat
Sep 8, 2011
1,131
40
0
There was a pretty cool script in ARMA where you'd respawn in a transport plane which did laps, landed and you would jump out at an airfield. I like their mobile spawnpoint idea too, which of course could be destroyed by the enemy. It made you really think about where you parked it....


DH had half-track based mobile spawns too, but most of the times they just get single manned by some idiot and driven into the front lines and abandoned
 

ExoCet-NAW

FNG / Fresh Meat
Feb 17, 2006
436
32
0
Our lead 3d Artist has been busy creating some foliage as a preview to what you can expect in Festung Europa.
Here is his overview.

I have always had an interest in game environments and environment art. One of the main things I am trying to push for in Festung Europa, is to create captivating and believable environments that fully immerse the player. We want you to not only recognise an area of Normandy (for example), but to make you feel like you are actually there. Obviously we can
 

Harb

FNG / Fresh Meat
Feb 16, 2006
1,419
811
0
London
Great work on the foliage, getting a good team together.

Always nice to see new stuff and look forward to seeing more, keep up the good work Exo :)
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,440
538
0
That is some nice foliage. Looks a lot like Crysis 1, though probably more detailed. Looks great!
 

kapulA

Grizzled Veteran
Jan 4, 2006
2,240
405
83
30
Croatia
Looking splendid - I assume it's too early in the process to inquire about possible recommended specs for running this in good detail and with decent FPS?
 

Pagan

FNG / Fresh Meat
Nov 21, 2005
581
81
0
52
Glasgow,Scotland
www.dbdukclan.co.uk
shut-up-and-take-my-money.jpg
 

REZ

FNG / Fresh Meat
Nov 21, 2005
3,534
482
0
45
The Elitist Prick Casino
Screens look nice, but please don't make the same mistake a certain other developer did in moving too far away from the golden mechanics of RO1/DH. Gameplay is king and recreating these mechanics should be your main focus, imo. A slower, thoughtful, chess-like symbiosis of timings and distances while keeping all of the players' avatars equal in terms of what the avatar can do (run speed, sway, entering/leaving ironsights etc), and leaving the difference between success and failure up to player skill. Leveling, zoom, spawn on squad leader, spy planes, peripheral indicators, flashing lights on the edge of your screen telling you where shots are coming from, client-side hit detection, radar, arcade-style speeds, inability to leave tanks, avatars giving an unprompted dissertation about their current mental state, ranked servers, too many game modes (more than one is too many fyi), I could go on and on - these things need not apply. Mantling, bullet penetration, smoother MG mechanics - yes. All that other stuff - no thanks. In this case, less is more.

I hope you guys feel the same way about all of this. All it takes is to take a step back and ask yourselves what it was that made Ostfront/DH so popular with so many people. At it's core it was the non-hand-holding skill based gameplay achieved through a tight set of mechanics not bogged down by a bunch of erroneous 'features'. In addition to that, a more accessible means of adding content to the game via the community, and a comprehensive set of tools for the clan scene (both grossly underestimated) would go a long, long way.

This isn't to say that new features are unwelcome. Quite the contrary. The main concern is staying on the same philosophical path in terms of creating the gameplay we all know and love. This is achieved by tackling new features one at a time in close collaboration with your community over a period of time. What you don't do is add a dump truck full of half-baked ideas all at once without any significant community involvement, which then forces you into damage control mode because of the inevitable backlash when those ideas don't make for a good game.

Best of luck guys. We're all on bated breath hoping you come through.