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Jagged Alliance 3

Discussion in 'General RPG Discussion' started by Calis, Jan 21, 2004.

  1. Calis Pensionado

    Calis
    Joined:
    Jun 15, 2002
    Messages:
    1,834
    This is the comments thread for <A HREF="/gamedetails.php?id=166">Jagged Alliance 3</A>

    A new sequel to the Jagged Alliance series of tactical games, currently being developed by MISTLand for Strategy First. Not entirely likely to be released since Strategy First is larely doomed.
     
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  2. Jed Cipher

    Jed
    Joined:
    Nov 3, 2002
    Messages:
    3,287
    Location:
    Tech Bro Hell
    I'll be the first to say it here: "YAY!"
     
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  3. Lasakon Liturgist

    Lasakon
    Joined:
    Jun 21, 2004
    Messages:
    219
    Location:
    Klamath Falls,Oregon
    More random posts by Richard taken from the Bear Pit:

    And.

     
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  4. Sol Invictus Erudite

    Sol Invictus
    Joined:
    Oct 19, 2002
    Messages:
    9,614
    Location:
    Pax Romana
    I'm definitely for adding hidden complexities to Jagged Alliance 3. It's these little things that make a game as interesting as it is. There's a few games where these little touches make them as unique as they are - notably Anachronox, Fallout, PS: Torment (Adahn, anyone?), Chrono Trigger, Jagged Alliance 2, some of the Final Fantasy (and FFTactics) games, and a few others I'm probably forgetting to mention.

    Some might argue that adding these little details adds more room for bugs or less time to the rest of the game, but compare these games and their hidden features to a title like Dungeon Siege, where 'what you see, is what you get' and you'll have debunked them already. I mean, really - if adding these little details took up so much time, how come games like NWN and Dungeon Siege aren't at all interesting, given the fact that there are absolutely no interesting hidden features in it? Surely the combat could have been better... but I digress. The point is that games can be made to be interesting with more of these little details. It just makes the world seem a little more 'alive'.
     
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  5. Lasakon Liturgist

    Lasakon
    Joined:
    Jun 21, 2004
    Messages:
    219
    Location:
    Klamath Falls,Oregon
    Interesting tid-bits on JA 3D
    http://www.rpgdot.com/index.php?action= ... t=17#31042

    "Strategy First" has accepted design documentation for the game, so we have contacted with Yaroslav Astakhov - head of the developers
    team and he has provided some details:

    The size of game locations will be 200x200 meters. You cannot destroy
    walls, but furniture and doors will be destroyable.

    There will be multy-storey buildings

    You can freely rotate camera or switch to one of several fixed positions.

    The story takes place in Africa in 1990-s

    Character development and combat mechanics will be exactly the same
    as in original game (weapon improvement possibilities will also remain).

    There's no final decision on looting yet - whether dead enemies will
    retain all their equipment or not.

    Character inventory will remain the same as in original game, but
    will be hidden until opened, as well as character screen.

    Actual work will be started in september, and release date will be
    announced later.
     
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  6. mr. lamat Liturgist

    mr. lamat
    Joined:
    Nov 21, 2003
    Messages:
    463
    Location:
    hongcouver
    i've seen the design docs and wasn't that impressed. the early source code also has holes large enough to drive a mack truck through. i don't wanna shit in anyone's sundae but i wouldn't get my hopes up for this one.
     
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