AATA Beta 0.9 - Page 19

AATA Beta 0.9

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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

guys be warned it is NOT beta testing
it is ALPHA testing
as the game currently has 0 balance/gameplay. although it does have certain gimmicks it is nowhere near the beta stages IMHO. still looking forward to when it does get to that level though ^.^
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Nemo
Spring 1944 Developer
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Post by Nemo »

*shrug* I fixed the major issues after that game - a few of the problems were just typos on my part.

The reason why I was asking for beta testers was to help out with balance - two others have been very helpful in that regard, but all you did was rant about how poor the game was. I agree that its got a long way to go, but you have to be aware that this is a work in progress, and that I'm only human, so I do make typos and mistake in the files.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Duh! :lol:

The beta is currently being made... so that's pre-beta... which would be alpha. What exactly were you expecting?
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mother
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Post by mother »

A video of mat testing A&A Spring

Sorry, I just couldn't resist. :wink:
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

Ever see an actual game in Alpha release stage? Ever tested an actual game in Alpha release stage?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

*Spiked's Championship Manager nightmares return* :twisted:
raikitsune
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Post by raikitsune »

SpikedHelmet wrote:Ever see an actual game in Alpha release stage? Ever tested an actual game in Alpha release stage?
I actually used to be a games tester and played alpha stages too much oh gods they're evil!
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

I bet I tested worse games than you, Raik.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

Image

New infantry... untextured, but showing new aiming script. See the guns raised to aim down the ironsights? The heads tilted to the sides!??!
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Das Bruce
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Post by Das Bruce »

Fknswt.
raikitsune
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Post by raikitsune »

SpikedHelmet wrote:I bet I tested worse games than you, Raik.
Hrmmm quite possible lol these ones while being repetative wern't too bad in terms of gameplay.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

If you're feeling really smarty-pants, Spiked, let's see some kickback on the units as they fire their rifles! ;)

By the way, the best way to sell really good infantry models is with a really good running script. Without a doubt, having a good script for units running across the battlefield really increases immersion, and looks great.

Try bothering Gnome for Benito's jedi running animation, it was really impressive, if you don't feel like making your own.
Flare
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Joined: 13 Feb 2006, 00:11

Post by Flare »

I would be happy to it test if you would like.
I can recognise the mp40s and k98s in spiked helmets pic if that helps and i understand stuff about models and skins sort of :-)
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Nemo
Spring 1944 Developer
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Post by Nemo »

Weapons models are still the old ones.

They do have kickback, and their running script looks great =)

Fairly soon we'll have these guys with better textures and new weapons models, and we'll be somewhat close to releasing a demo.
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Flint
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Post by Flint »

I just finished testing a little bit and I was particularly impressed with the light tanks youve modeled, I like how they fire as well.

Here are some suggestions.

Add a model or something to the engineers hand, at the moment he looks like hes building things with a stub arm.

Change build icons, the red is too obstructive and its difficult to easily identify units.

I would make level 1 engineer able to build anti-tank obstacles

Make the level 2 engineers more distinguishable from level 1 engineers.

Possibly want to have Command Flags build a bit slower.

The close quarters unit wont build from the barracks.

Might want to change the command flags position to hang to the right, in its default position its hard to see.


Also do you have plans to have the support soldier lie down to shoot (as soldier using that weapon would do) and the close quarters soldier fire while crouched?


I see that you want to have a focus on infantry since tanks take so long to build, but for that system to be effective you really need to tone down the amount of metal those command flags accumulate.

I can see this mod becoming a lot of fun
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Nemo
Spring 1944 Developer
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Post by Nemo »

Flint wrote:I just finished testing a little bit and I was particularly impressed with the light tanks youve modeled, I like how they fire as well.

Here are some suggestions.

Add a model or something to the engineers hand, at the moment he looks like hes building things with a stub arm.
Engineer model is still the old one from OTA, it will be replaced in the near future.
Change build icons, the red is too obstructive and its difficult to easily identify units.
Noted. We'll probably stick with the current backrounds, but make them darker and add a white outline to the unit. I've talked with FLOZi about this, the only thing stopping us is the sheer amount of work it entails.
I would make level 1 engineer able to build anti-tank obstacles
Oh, good call. I forgot to do that when I made the HQ buildings the commanders.
Make the level 2 engineers more distinguishable from level 1 engineers.
Same goes as the level 1 looking strange - the model is going to be replaced. Although currently they have a different colored cap.
Possibly want to have Command Flags build a bit slower.
Buildtimes are still carry overs from the OTA mod. You're likely right though.
The close quarters unit wont build from the barracks.
Whoops. I must have screwed something up when I chucked the new ones into the build. My bad.
Might want to change the command flags position to hang to the right, in its default position its hard to see.
They blow with the wind =)
Also do you have plans to have the support soldier lie down to shoot (as soldier using that weapon would do) and the close quarters soldier fire while crouched?
Crouched yes, prone no. Prone firing places the firing point of the unit too close to the ground, and so all their fire just hits the ground in front of them. Infantry portable machine guns (M1919 .30 cal, MG42) will deploy a tripod before firing (similar to SWTA's E-Web). Snipers will likely crouch, and perhaps a few others.
I see that you want to have a focus on infantry since tanks take so long to build, but for that system to be effective you really need to tone down the amount of metal those command flags accumulate.
Yeah, balance is still a work in progress - flag output is currently at 5% (!) of what it was when AATA was first ported. Most likely flags will produce 2/3 or less of what an AA mex does. Buildtimes are also just carryovers atm. I'm probably going to scrap the old system entirely and work from the ground up, rather than try to tweak everything into balance.

Thanks for the input so far, every bit brings us closer to a release.
j5mello
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Post by j5mello »

ok after a little match with Flint i think before u release a demo of any sort u should give the germans a light tank akin to the M8 as right now they have a little trouble dealin with them
Last edited by j5mello on 04 Apr 2006, 04:54, edited 1 time in total.
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Flint
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Post by Flint »

j5mello wrote:ok after a little match with Flint i think before u release a demo of any sort u should give the germans a light tank akin to the M* as right now they have a little trouble dealin with them
Psh, you handled them pretty well. I was just sneaky Image
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

That's a very old problem that will be addressed as best as possible.
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FLOZi
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Post by FLOZi »

AT mines help, and I find LeIG18 are somewhat effective. Part of the problem is that the cost and BT of Sdkfz 250/9 are too high. The 20mm auto-cannon ought to be somehwat effective against the greyhound.
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