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Jagged Alliance 3 from Haemimont Games

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,592
This does not work like PP, if it did I would not have a problem with it. If it did they would mention it in their diary and also we would be able to see it during gameplay videos.
I don't know about that. From what I've seen from the gameplays (3 of them, to be exact) only 1 shot with the aiming circle centered on an enemy's body was a miss. Literally everything else was hitting the intended target. That's too much for me to be merely a coincidence.

But let's assume you're right. Jagged Alliance 2 didn't have hit-to-chance displayed either. You were just spending APs and hoping it would be enough to land a hit. That's it. So complaining about it now is like asking for a departure from the series, not for the game to remain truthful to it.

Some info I dug out while looking for an answer about the aiming circle:

We don't use a pod system (frankly we find it too artificial). If an enemy becomes aware (for example hears a noise or sees someone getting wounded nearby) he will get a short reposition phase that allows him to move a short distance or rarely make a single attack without movement, but if your stealth approach is successful, the weapon silenced, etc. the enemies will instead become surprised and not reposition immediately, remaining vulnerable. Basically the reposition phase is meant to allow the enemies to switch from "ambient" to "combat" positions making the encounter more interesting, reward stealth approach and make enemy behavior outside of combat more natural (they shouldn't always crouch behind cover, after all).
Source: https://community.jaggedalliance.com/index/dev-diaries/devdiary-6-combat-part-one-r10/

One popular topic of discussion in the design team is "should you be able to miss with a firearm at point-blank range in a turn-based tactical game?" Currently this is possible in JA3, as it was in JA2, however you would be surprised how many people find it unrealistic due to their own expectations. What do you think?
Source: https://community.jaggedalliance.com/index/dev-diaries/devdiary-1-game-vision-r3/
And this is why UFO was always a better game overall.
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,259
Steve gets a Kidney but I don't even get a tag.
Regarding pods:
Game Director Boian Spasov said:
Can't wait to talk more about this in the next combat DevDiary but I can give a short explanation now!

We don't use a pod system (frankly we find it too artificial). If an enemy becomes aware (for example hears a noise or sees someone getting wounded nearby) he will get a short reposition phase that allows him to move a short distance or rarely make a single attack without movement, but if your stealth approach is successful, the weapon silenced, etc. the enemies will instead become surprised and not reposition immediately, remaining vulnerable. Basically the reposition phase is meant to allow the enemies to switch from "ambient" to "combat" positions making the encounter more interesting, reward stealth approach and make enemy behavior outside of combat more natural (they shouldn't always crouch behind cover, after all).
This sucks, but not as much as it could have done.

:balance:
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,949
Regarding pods:
Game Director Boian Spasov said:
Can't wait to talk more about this in the next combat DevDiary but I can give a short explanation now!

We don't use a pod system (frankly we find it too artificial). If an enemy becomes aware (for example hears a noise or sees someone getting wounded nearby) he will get a short reposition phase that allows him to move a short distance or rarely make a single attack without movement, but if your stealth approach is successful, the weapon silenced, etc. the enemies will instead become surprised and not reposition immediately, remaining vulnerable. Basically the reposition phase is meant to allow the enemies to switch from "ambient" to "combat" positions making the encounter more interesting, reward stealth approach and make enemy behavior outside of combat more natural (they shouldn't always crouch behind cover, after all).
why decline Strange Fellow? because of the scramble mechanic?
 
Joined
Mar 3, 2010
Messages
9,487
Location
Italy
Regarding pods:
your computers can't manage the gigantic amount of calculations simcity does, so instead of using a several gb/s bus to the cpu it's more efficient to move them through a few kb/s to the servers. we don't use an always online drm system, this is necessary, it's meant for your own good.
 

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,922
Make the Codex Great Again!
We have learnt the following:
- fog and other visibility effects reduce damage
- burst/full-auto reduces damage
- if your bullets miss the aimed body part and hit another body part, it doesn't get damaged

Yet here you guys are arguing about reticle sizes, no CTH displayed, scramble mechanics, and other autistic stuff. Let's at least rage about the bigger shit :argh:

:rpgcodex:
 

Krivol

Magister
Joined
Apr 21, 2012
Messages
2,196
Location
Potatoland aka Prussia
One popular topic of discussion in the design team is "should you be able to miss with a firearm at point-blank range in a turn-based tactical game?" Currently this is possible in JA3, as it was in JA2, however you would be surprised how many people find it unrealistic due to their own expectations. What do you think?

But in a turn-based game point blank is not shooting a standing enemy from the standing point of 20 centimetres (it's 1/2 of a cheeseburger for my USA friends) - they are supposed to move all the time. I know it looks ridiculous, but it makes sense.
 

Alienman

Retro-Fascist
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Joined
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Messages
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Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
The burst fire thing I don't understand at all. I don't even understand it from a gameplay/balance thing.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,169
Release this summer
Gear Up, Mercenaries! Jagged Alliance 3 Collector's Edition Unveiled
Equip yourself with the right tools to gain an advantage in combat. In the challenging world of Jagged Alliance 3, having top-of-the-line equipment is essential for survival, whether you're battling in harsh environments or comfortably seated in your gaming chair.

Introducing the Jagged Alliance 3 Tactical Edition!

This comprehensive kit is housed in a sturdy and waterproof case, ensuring your gear remains safe and dry. The Tactical Belt with a Belt Pouch provides quick and easy access to your essential items, while the A.I.M. pin showcases your allegiance to the cause.

Get to know the characters of Jagged Alliance with a set of 36 character cards, each showcasing their professions and personalities. As you strategize and plan your next move, immerse yourself in the game's atmosphere with the official soundtrack on CD. With the Jagged Alliance 3 Tactical Edition, you'll be fully prepared to take on whatever challenges come your way!

Here's the full overview:
  • Outdoor case, 100% water- and dustproof & IP67 certified
  • Outer dimensions: 258 x 243 x 118 mm
  • Inner dimensions: 235 x 180 x 106 mm
  • Heavy Duty Tactical Belt for your pants
  • Tactical Belt Pouch for your gadgets
  • A.I.M. Pin
  • Set of 36 Character Cards
  • Original Soundtrack on disc
  • The Game on disc in a limited Media Book
The Tactical Edition is available for pre-order now at an SRP of € 129.99 / £ 114.99 and will release along with the game this summer.
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
Dev Stream Tres:

-Shilling for the Collector's Edition Feelies
-Notxcom, overwatch sucks.
-Their AP and Morale system is shared by the enemy.
-This one had gameplay.
-Multistoried verticality comes up in later-game environments.
-Indoor/Outdoor Combat and verticality was took time to implement, specifically with changing with what floor/zoom level you're on.
-Hopping up on rooftops was another thing that was hard to make.
-Environmental destruction is thoroughly implemented (allegedly).
-Burst/Autofire Damage Reduction is balanced.
rating_sawyer.gif

-Burst/Autofire took recoil into account with the trajectory of bullets, but was altered due to it being dominant strategy without nerfed damage.
-Many different shotguns.
-Dual-wielding looks malleable, not for melee weapons though.
-Melee is overpowered currently, meant to be a counter to certain playstyles.
-Caliber determines penetration. Shantytown sheetmetal and Wooden huts won't stop anything.
-Thank Ian Currie for giving the criticism that got them to toss out CtH.
-Not even making CtH togglable. Too fundamental a design choice and keeping it in made people focus too much on playing optimally.
-Expect postlaunch support.
-Gettin' into AP and freemove talks next time.
-Time of Day and Weather is dynamic. NVGs and flares are still around.
 
Last edited:

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,891
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
I went to look at the order page for the collectors' edition and ... there apparently isn't one. Marketing put "preorder now" in the video and then forgot to create any mechanism for selling the damn thing.

Edit: up on amazon.de .... not sure how official that is though.
 
Last edited:

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,592
Release this summer
Gear Up, Mercenaries! Jagged Alliance 3 Collector's Edition Unveiled
Equip yourself with the right tools to gain an advantage in combat. In the challenging world of Jagged Alliance 3, having top-of-the-line equipment is essential for survival, whether you're battling in harsh environments or comfortably seated in your gaming chair.

Introducing the Jagged Alliance 3 Tactical Edition!

This comprehensive kit is housed in a sturdy and waterproof case, ensuring your gear remains safe and dry. The Tactical Belt with a Belt Pouch provides quick and easy access to your essential items, while the A.I.M. pin showcases your allegiance to the cause.

Get to know the characters of Jagged Alliance with a set of 36 character cards, each showcasing their professions and personalities. As you strategize and plan your next move, immerse yourself in the game's atmosphere with the official soundtrack on CD. With the Jagged Alliance 3 Tactical Edition, you'll be fully prepared to take on whatever challenges come your way!

Here's the full overview:
  • Outdoor case, 100% water- and dustproof & IP67 certified
  • Outer dimensions: 258 x 243 x 118 mm
  • Inner dimensions: 235 x 180 x 106 mm
  • Heavy Duty Tactical Belt for your pants
  • Tactical Belt Pouch for your gadgets
  • A.I.M. Pin
  • Set of 36 Character Cards
  • Original Soundtrack on disc
  • The Game on disc in a limited Media Book
The Tactical Edition is available for pre-order now at an SRP of € 129.99 / £ 114.99 and will release along with the game this summer.

They will need to avoid releasing too close to D4 or BG3.
 

MrBuzzKill

Arcane
Joined
Aug 31, 2013
Messages
698
At least it's not a fucking statue, like literally every single CE out there today
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
Dev Diary 7 - User Interface
Hi everyone! I am Boyan Ivanov, Co-Creative Director on JA3, and this time we will talk about a topic that is often overlooked when discussing the development of a particular game – User Interface. It is an all-engrossing topic as UI and UX (user experience – how you the player interact with the game) covers a variety of game elements. From aspects like controlling hiring your mercs, controlling them in battle, getting the right information for a specific situation, to the ways you as players interact with the game world and even things like having the proper video settings for Ultrawide monitors.

UI with character
Our journey with the UI/UX of Jagged Alliance 3 has been a tough one and this part of the game has gone through the most iteration and experimentation by far. Early on our initial take on the UI was to focus on a typical modern minimalistic UI and that is what we built for our very first playable version. This was quickly called out by the team as it lacked the Jagged Alliance feel.
Although a more modern approach would have made the whole journey of creating the UI easier we understood that this would come at the expense of capturing the unique feel of the second game.
As many of you know the UI of Jagged Alliance 2 while not particularly easy to use (even for 1999) or consistent, had a unique character that not only immersed you in the game world but also showed a fun and entertaining side of the game. Everyone remembers sending Deidranna flowers via the web shop or using the IMP website to make a merc.

01_JA2_Laptop.png.e76ea59e4bd8dae6cdb90857956dce0b.png


Though these look like small details, having the SirOS laptop with the browser and all the websites really made you feel like the man behind the screen. The mastermind that plans and executes the mission away from the actual fighting. To this day this is one of the most memorable elements of Jagged Alliance and we knew we had to replicate that experience.

Party like it’s … 2001
We knew we wanted to make a direct sequel in terms of story and that firmly set the time frame somewhere in the early 2000s. That meant that to get the character of the UI we had to look back… way back. It was a trip we had lots of fun with – we remembered the old days of ICQ, mIRC and a very young Internet with non-functional sites, bad connections and popup adds. Ah, the good old days!

02_TheGoodOldDays.thumb.jpg.79b31c90d9588929627ec66475a8552c.jpg

Some time had passed since the story in Arulco, so we upgraded the laptop to a very early handheld PDA device. Our initial inspiration was the Palm devices that were somewhat popular in the early 2000s. I even dug out my Palm TX but unfortunately couldn’t charge it anymore. Even the name of our PDA – the OAK II is a reference to the Palm devices.

03_PDA_SatView.thumb.png.b0fb31b1a988198132c8156dbe482f7e.png

The PDA is where you manage and command your squads on the Satellite map. You can also access different apps like an email client or a notes app to track your goals and tasks (a quest log, in a way). Of course, there’s also a browser where you can visit different web sites like AIM and IMP and some other fun easter eggs we managed to squeeze in.

04_Browser_AIM.thumb.png.3866dd385621e9a94322f16ae47a386a.png

05_Browser_IMP.thumb.png.e26e51bbd0be68ef50af3eb3d437701b.png

06_Browser_Ask.thumb.png.e29eeaa2b20491ad507e600968684ad6.png

07_Browser_Error.thumb.png.8b70d7040aaf1e56af0689b8cc349aae.png

One particularly fun part of making the UI was our chat client – Snype. While the AIM web site shows a listing of mercs, contacting them for a job opens the Snype window. There you can offer them work and define the duration of the contract. The mercs will react with different fully voiced messages if they accept or reject your offer on certain grounds or even if they have a counteroffer – demanding more money.

08_Snype.thumb.png.0fb45a58ddf96bc25166cf40809a1105.png


UI and the game world
We began to apply the same visual style and “man behind the screen” idea with UIs while exploring the game world and tactical combat. You can see this in the style of the action icons, how the action bar auto hides like a task bar to allow you view more of the game world, the Command button that is reminiscent of a Start button. The portraits of the mercs and even some of the gameplay elements like enemy silhouettes when behind obstacles have subtle effects to emulate a bad connection. Even the tutorial hints have a bit of an old school OS vibe to reinforce this theme.


09_HUD.thumb.png.ebe276b48451d328c7cd4d88d0fa8c9f.png


10_HUD_Silh.thumb.png.4dfe8cf4485b7c44fdf9a898c81afc9b.png

One place where the device metaphor didn’t seem to work however was when working with the inventory. In one early mockup we had OS style icons of physical items and it looked and felt very strange. We decide to instead go with something physical which fit the task of managing items – a crate where mercs store their items and inventory. At different points of development the device vs crate aesthetic took over different UI screens but ultimately I believe we’ve settled on a good balance between the two.

11_Inventory.thumb.png.372aa0e3407e7080ab66ea1b4965732a.png


The Mercs
I’ve already talked about the portraits and visual style of the mercs in DevDiary 3 – making a mercenary. Recreating the original cast and adding even more new faces was very important for us. This time we also wanted to show the mercs not only as small portraits but give them a chance to shine in a full-sized artwork in conversations, the inventory and even their merc evaluation page. One key aspect of these full-sized artworks is how the mercs are posed to best convey the unique character of each mercenary. I must give our animation lead all the credit for getting this extra layer of immersion that compliments the character’s unique visuals and aesthetic.

12_Conversation.thumb.png.00902800122e19ae09bf62edc0f5f54b.png

13_MercEval_01.thumb.png.6cc0e5a0fb1ee694c7af3e6686208de2.png

14_MercEval_02.thumb.png.16e5a5b8385d94d3d03582d438c26890.png


The Struggle
Creating the UI and UX of a game is always one of the biggest challenges of developing games. Many games fail or succeed based on this crucial aspect. It is a topic that everyone has a strong opinion on, and feedback can vary greatly. It is no surprise then that Jagged Alliance 3 went through a lot of iteration. Some screens have been reworked multiple times over the years. As a conclusion to this DevDiary I think it is fun to share some of the steps of the journey we went through. Do keep in mind that some of these are 3-4 years old and very early mockups.

OldUIs(1).thumb.png.cbc7d7cc98a3cf07afdf1ce200fc1c00.png

OldUIs(2).thumb.png.fadb722c92162394e0597efbc3afb427.png

OldUIs(3).thumb.jpg.a133135a4bb3c8eb4ff8ffb6b5fc30d5.jpg

OldUIs(4).thumb.jpg.d6789f249a31cfb4337588433172e1da.jpg

OldUIs(5).thumb.jpg.7c1cb31bd71afb4a22f0bbbef5841f9a.jpg

OldUIs(6).thumb.jpg.2047667685e7070ac509a3a6dda230da.jpg


That’s it from me for today! Jagged Alliance has some of the most memorable UI elements and while it was a tough journey, we had fun going back the nostalgia lane back to the early 2000s. Join us on stream and upcoming DevDiaries uncovering more of Jagged Alliance 3’s key mechanics and gameplay.

One last thing!
We have a small surprise for you. Our Art Director Nelson has made a fantastic wallpaper inspired by our loading screens. You can find it here: Click me!

PS: If you have any further questions, or simply wish to chat about Jagged Alliance 3, feel free to join us in our DevStream on Thursday, 18th of May on the THQ Nordic channel: http://twitch.tv/thqnordic
Until then, commander!
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
More rumbles and rumors of integrated mod support.

https://www.gamewatcher.com/news/jagged-alliance-3-set-for-july-2023-release-with-modding-support

JAGGED ALLIANCE 3 SET FOR JULY 2023 RELEASE WITH MODDING SUPPORT​


Jagged Alliance 3 Set for July 2023 Release with Modding Support


Jagged Alliance, a revered pioneer of turn-based tactics games, is set for a revival nearly 25 years after its initial release. Haemimont Games and THQ Nordic confirmed today that Jagged Alliance 3 will release on July 14th, 2023 on PC.



THQ Nordic has also shared a Feature trailer highlighting key gameplay elements such as strategic decision-making, the crafting system, available characters, and weapons. Additional information regarding modding support and the collector's edition have been passed over as well.

Jagged Alliance 3 Release Date​



Jagged Alliance 3 Set for July 2023 Release with Modding Support
Jagged Alliance 3 Set for July 2023 Release with Modding Support

Post-launch, the developers of Jagged Alliance 3 will concentrate on providing players with the chance to tailor the game to their liking. Starting with basic mod support - enabling players to tweak weapon stats, adjust difficulty levels, and even display the "hit chance" percentage - the game's mod capabilities will continue to grow and mature over time.
Eventually, players will have access to a potent tool, allowing them to create and share their own campaigns, and introduce new mercenaries and weapons.
Jagged Alliance 3, currently under development for PC, is scheduled for release on July 14th, 2023, with a suggested retail price of $44.99 / €44.99. You can find out more about the collector's edition here.
 

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