Napoleonic ... something 01
by Radoslaw Marcin Kurczewski · 05/01/2007 (5:46 pm) · 8 comments
Another project- FPS shooter set in napoleonic era. Again- nothing serious, just something for fun (actually- to avoid getting rusted). Two characters, three weapons, one village in winter scenery. First preview.


#2
05/02/2007 (1:10 am)
Looking very nice.
#3
05/02/2007 (1:18 am)
Nice screenie!
#4
Reason for choosing winter is simple and in 80 % not theme related: no leaves, little grass = much less polys (and much less problems with animated leafs and such).
Apart from that- although I agree that Quatre Bras sounds nice- to me Russian campaign has much more appeal because it was fought in landscape I- being polish- know by heart so risk that I will create something historically incorrect or "unrealistic" is much.
When it comes to units involved (or rather: two characters available initially) I've picked up french line infantry and russian jagers. IF it will be found interesting I can always add levels or character skins- that's not a problem.
05/02/2007 (5:33 am)
Thank you very much guys. Reason for choosing winter is simple and in 80 % not theme related: no leaves, little grass = much less polys (and much less problems with animated leafs and such).
Apart from that- although I agree that Quatre Bras sounds nice- to me Russian campaign has much more appeal because it was fought in landscape I- being polish- know by heart so risk that I will create something historically incorrect or "unrealistic" is much.
When it comes to units involved (or rather: two characters available initially) I've picked up french line infantry and russian jagers. IF it will be found interesting I can always add levels or character skins- that's not a problem.
#5
05/02/2007 (9:39 am)
I used to play 15mm Napoleanics almost every weekend in the 1980s. While the Waterloo campaign has more mainstream recognition, go with your heart! It would be awesome to see Uhlans!
#6
05/02/2007 (9:59 am)
Glad you like the idea. With Uhlans (as well as all other cavalry units) main problem would be implementation of mounpoints for animated vechicle I guess. I'd really love to see something like scots greys or french cuirassiers charge in non- strategy game and I believe it's technically quite possible but- first things, I got to have this simple foundation working before I will let my imagination fly.
#7
Too bad it would be practically impossible to get a group of gamers to cooperate in the manner necessary to enact some skirmishes. Maybe if each player actually controlled a platoon of troops, squadron of cavalry or battery of guns? That would take some of the "immediacy" of a first-person perspective out of it though, in addition to being a nightmare of an AI problem to solve.
05/02/2007 (2:51 pm)
There's a horse pack running around here somewhere. ;)Too bad it would be practically impossible to get a group of gamers to cooperate in the manner necessary to enact some skirmishes. Maybe if each player actually controlled a platoon of troops, squadron of cavalry or battery of guns? That would take some of the "immediacy" of a first-person perspective out of it though, in addition to being a nightmare of an AI problem to solve.
#8

When it comes to AI- well... it all depends on goals you have. When it comes to my personal approach it would go along that lines:
TGE always was famous for efficient net code and my idea would be creating a small group of bots for each player, sharing similar "behaviors", controlled by simple commands, influencing their approach rather then singular actions ("stand ground", "attack", "wait", "run away"). Of course that way of solving the puzzle has equally many advantages as it has disadvantages but it would allow to turn 8 player deathmatch into something like... 8 * (number of bots per player+1).
05/02/2007 (3:11 pm)
Yeah, I noticed this pack just today. Will surely put my hands on it, even thou skin itself is kinda... simple (i've managed to make some heavy artillery horse skins already)
When it comes to AI- well... it all depends on goals you have. When it comes to my personal approach it would go along that lines:
TGE always was famous for efficient net code and my idea would be creating a small group of bots for each player, sharing similar "behaviors", controlled by simple commands, influencing their approach rather then singular actions ("stand ground", "attack", "wait", "run away"). Of course that way of solving the puzzle has equally many advantages as it has disadvantages but it would allow to turn 8 player deathmatch into something like... 8 * (number of bots per player+1).
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