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Jagged Alliance 3 from Haemimont Games

Vityaz

Augur
Joined
Oct 7, 2014
Messages
169
Find it odd that equipment graphics isn't a thing, being a 3D game and all.
Probably so everyone does not look the same once everyone carries similar armors. They would need to invest into customizing equipment like nuXcom games do if they allowed that or every of your mercs would lose their unique look.

I guess that makes sense. Still, it would be neat to have at least some kind of middle ground, like what Brigade E5 or 7.62 did.

Like for example - Hitman would still have his colourful Miami Vice hawaiian shirt as his base skin, with just a kevlar vest over it and a steel helmet. You could still tell it's him and have some kind of visual gear progression at the same time.

But that's just what I think. :?
 
Last edited:

Modron

Arcane
Joined
May 5, 2012
Messages
11,090
I mean that makes sense. Still, it would be neat to have at least some kind of middle ground, kinda like what Brigade E5 or 7.62 did.

Like for example - Hitman would still have his colourful Miami Vice hawaiian shirt as his base skin, with just a kevlar vest over it and a steel helmet. You could still tell it's him and have some kind of visual gear progression at the same time. But that's just what I think. :?
Silent Storm Sentinels did the whole ballistic vest over other layers of clothing thing a year earlier and more comprehensively since it had a lot of outfits. In some cases between layers I suppose since some of those outfits had trench/overcoats.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
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Messages
11,838
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.
I can't find a place to order one here in the US....
The "Currently Unavailable" status makes me think it's already sold out.
I feel like they simply botched the release of the collectors' edition. Those amazon pages were never official, could easily have been a deal where someone decided to post them prematurely, like when you see a "release date" on some website that has no way of knowing that.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
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.
I can't find a place to order one here in the US....
The "Currently Unavailable" status makes me think it's already sold out.
I feel like they simply botched the release of the collectors' edition. Those amazon pages were never official, could easily have been a deal where someone decided to post them prematurely, like when you see a "release date" on some website that has no way of knowing that.
I dunno. That amazon page is part of the "THQ Nordic Store", which does look like an amazon affiliate store run by THQ Nordic themselves.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
2,027
Annoying trailer, but the game itself looks promising. Wonder if my toaster will be able to run it at minimum settings.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
339
No visible vests and shit kinda sucks, ngl. I don't mind if they keep their base clothes - but at least vests, helmets, and guns should change, imo.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,026
No visible vests and shit kinda sucks, ngl. I don't mind if they keep their base clothes - but at least vests, helmets, and guns should change, imo.

Wait, the gun graphics don't change?

Nah, guns definitely change. You already have different weapon type equipped by the characters. It just might be that they are "generic pistol 1", "generic small MP 1" etc.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
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Messages
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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
Nah, guns definitely change. You already have different weapon type equipped by the characters. It just might be that they are "generic pistol 1", "generic small MP 1" etc.
I wouldn't be upset exactly if they added high detail gun porn for enthusiasts, but I honestly wouldn't notice. What you describe here was good enough for JA1-2 and it'd be good enough here.
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
Dev Diary 8 - Quest Creation
The making of a story

Hello, I’m Radomir Mirchev, Senior Narrative Designer of JA3, and it’s story time once again.


This time I’ll tell you about how stories are created in Jagged Alliance 3 and how more threads are woven into them.

For that purpose I’ll guide you around one of my favorite places in Grand Chien. This is spoiler territory, but don’t worry – I’ll leave enough for you to explore and discover when you get to play the game and reach Port Cacao Docks. While I introduce you to the neighborhood, I may drop a hint or two about what’s going on there. It’s mostly stuff that anyone at the Docks could tell you.

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Design goals

But before we start, let me bring you back to Jagged Alliance 2 for a while.

In JA2, there were just about a dozen of quests and most of them were adoringly simple. They managed to do so much with so little – mostly because they were well-integrated into the framework of the game, made use of existing mechanics and provided different, sometimes quite specific quest outcomes. That helped bring the game world to life.

For example, you could convince Doreen to shut down her factory where she exploited child labor, or simply kill her – or both. You could obtain the Chalice of Chance by killing the poor old guard, or take great effort to sneak into the museum and steal it. The game reacted to these choices, for example by modifying Loyalty at the sector.

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Screenshot courtesy of Lilura1, cRPG blog



We wanted to keep this kind of integrated content and build upon it.

We had to make sure that we give you freedom of choice, including implicit choices. But as I said in a previous Dev Diary, freedom only means something if there are suitable outcomes that react to your actions – so you should be able to kill (almost) anyone, and the game should be attuned to your dark psychotic side.

In addition to that, we tried not to insult your intelligence by expecting you to follow series of fetch steps. As with other game aspects, we wanted to encourage you to try things and see what happens. However, we shouldn’t allow you to feel lost and end up scratching your head what you are supposed to do next. We decided to provide subtle hints here and there that were presented as notes in your PDA.

Now let’s fast forward to Jagged Alliance 3 and see how we built the Port Cacao Docks sector with these goals in mind.


Narrative concept

While building the sector, we needed to establish the scene first.

We wanted to show how tough life is in Grand Chien, and how people adapted to the realities of a post-war country that is on the brink of chaos once again.

A document is written that describes the general feel, features and specific points of interest of the place. It is important to supply it with real world visual references which will be used by the art team to produce the necessary assets.

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The level designers pick up from there and work their magic to bring it to life.

Can you see the context already taking shape? The people living at this place are struggling to rebuild their life on the remains of the fishing industry (much like in Steinbeck’s “Tortilla Flat”). They live in a country devastated by years of war and corruption, but they still need to have a bit of fun sometimes.

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Then the narrative designer takes some time to write another document that nails the initial idea into a workable concept. We need memorable characters that have their own agenda and problems. Your mercs will appear in their story as a solution – or as just another complication.



Meet the bartender Lurch and his best friend Headshot Hue – formerly a team of headhunters who both retired after, ironically, getting injured in the head.

Lurch’s current vocabulary is limited to the word “Aye” and his mental capabilities don’t go much beyond that.

On the contrary, Headshot Hue is rather talkative – despite the fact that he was shot through the head and the bullet left a hole in his brain. This is actually based on a real case, but you may as well take it as a throwback to the story of Elliot from JA2.



05.thumb.jpg.6c30c786496f21ddf5f594dc4fe3a9a3.jpg

Hue has a plan to steal his friend mom’s valuable shotgun, and he will tell you at length why this is a good thing.















06.thumb.jpg.838b7d42a2b692b3a52a264d72ff53d1.jpg...But of course, there should be a more straightforward approach to acquiring the shotgun. Lurch can’t stop you from taking it if he’s dead, right? On the other hand, perhaps the Docks’ inhabitants will miss their adoringly stupid bartender.

In any case, that option must be taken into account.




Art Concept

07.thumb.png.d5f2910fd74fc15556a5ad290adaf45e.pngWhen we have the general idea in place and before we get back to the story details, we need to sit down with our artists, and define how our NPCs look.

Each character is described shortly, with quotes and visual references.

NPCs like Headshot Hue participate in conversations and require full portraits, and those like Lurch only need a distinctive character appearance.

The map is also tweaked and polished at this point.



Content writing & Scripting

When everything else is set in motion, the designer can finally sit down and write about 12 pages of voiced text content – including the lines and conversations of quest characters, interaction lines, and “banter” responses for NPCs in the area, so that the world would feel more alive.



In our lingo, “banters” are short texts displayed in-view over characters' heads without interrupting the gameplay. They are fully voiced when spoken as character lines, but apart from that, they are easily moddable.

Banters support multiple lines, actors and separate conditions, and they are organized in groups that allow them to be distributed per unit in a very flexible way. As a result, the villagers you meet in Port Cacao Docks may comment on your actions so far, give you hints to undiscovered stories and locations, or talk about what’s going on in this particular area.

09.thumb.jpg.6814a125ec67e044db2d34408fb10474.jpgYou are encouraged to speak to the locals and learn what is important to them, and sometimes your mercs will chime in.

You may overhear a conversation between villagers or even enemies while you sneak past them, and you could get a quest note with useful information.

For example, if you stop and chat with a strange well-armed lady, you will probably learn about the famous Coffee Beans gang that once ruled the Docks.



However complex and flexible it may be, the banter system is surpassed by the conversation system which is used for interactions with key NPCs. It allows for more intricate exchanges where you can respond to the NPC, ask about specific things, haggle, appease to them or even threaten them. Your mercs will sometimes comment and take a stand, or recommend an action.



The simplest feature of conversations is the Greeting. The designer makes sure to provide alternative initial phrases for different situations. They work with conditions in a similar way to the banters.

10.thumb.jpg.496230111ababa1b27e31d5d21fd9ae6.jpg

For example, if you bring Hue whatever he needed to obtain the shotgun, he will recognize your actions with a unique Greeting and offer you reward – and actually a choice.











Conversations also include Phrase responses that have their own conditions and effects. They can enable and disable each other, so that you wouldn’t be overwhelmed with too many options, and the conversation would feel natural.

11.thumb.jpg.0d5b422aa7b935545a0d511e3be79ccf.jpg...Unless it doesn’t. But you just can’t get along with some people.

Meet Granny Cohani, the gun dealer at the Docks and former member of the Coffee Beans gang.













At this point the designer has 16 pages of good intentions that need to somehow go on the road to... um, release, right? It’s time to sit down and transfer the written content to the respective game editors, set up the conditions, trim the text here and there – and ultimately discover there is so much that can be improved.

Changes are being made, and there is weeping and gnashing of teeth (and possibly just a bit of swearing).

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Then the designer pauses and looks at the bigger picture. Okay, we’ve got a quest about two friends and a shotgun, one foul-mouthed old lady that would gladly buy it from you, and a bunch of NPCs walking around and waiting for you to nudge them with your mouse cursor. Is that enough content to fill a town sector? Perhaps not.

This is how the aforementioned Coffee Beans came into play.

They are the last remnants of a glorious age of freedom, adventure, and honest bank robbery. After their leader Ma Baxter died, the gang was disbanded. Even though all of them miss the good old days, the stubborn old ladies need to be convinced to drop their quarrels with Granny. Eventually, the old gang may be reunited against those “little boys” from the Legion.

It’s up to you to try dealing with them – or leave them be and see what happens, or choose another approach. Did I mention that they are well-armed?

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Task production & Polish

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When the content scripting is done, all that remains is task it to the respective contributors – combat designer, artists, and scripters.

At this point the narrative designer secretly hopes that everything will come together without his further intervention.

Let us all take a moment to laugh at him.













Once all tasks are completed, comes the time when the designer can start the game and play the quests. It is a moment of peace and appreciation of a job well d-ohgawdwhathappenednow...

The designer discovers that he didn’t think of this, and didn’t properly explain that.

Changes will be required and improvements will be done.

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Editing & Merc interjections

Ultimately, we have a few nice stories that are pretty much working well.

Now it’s the time to take another good look at the content, see if it feels good, polish the text and pepper it with what is the soul of Jagged Alliance: merc interjections and remarks.

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Some conversation phrases will be unlocked by a merc with high Wisdom, another stat, or a certain perk. Sometimes specific mercs will have something to say... or do.

I won’t promise that your merc will say exactly what you would like, but it’s up to you to let them speak.







Abuse by evil people

In the end, when we feel that the story is all grown up and strong enough, we throw it to the lions.

Our testers are the most kind and lovely people one could ever hope to meet, but while playing, they are nothing short of a bunch of raging psychopaths. A designer may feel pretty smart for script-handling the death of one NPC or another – but who could have guessed that the first thing a player may do when they save the kidnapped President of Grand Chien, is to just shoot him in the face and see what happens?!

...Though let us all be thankful to the testing team. After all they did to the game, it’s pretty safe to lay it in your hands!

17.thumb.jpg.6b8660a26c8d2d48161c8df9e687c844.jpg
I know it will be in good hands.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,093
bTuVPQ4.jpg


Lilura's Whole Realms Catalogue: The Authoritative Source on CRPGs
 

Skorpion

Educated
Joined
Jan 31, 2023
Messages
347
I might have to buy this for Granny Cohani alone, every screen shot of her talking etc has me laughing
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
Youtube Upload of the Dev Stream they had earlier today.

Check out 33:12 to 45:24 for a prolonged showcase of one of their urban town sectors. Also said that in addition to Fallout-style skillbooks, they are also introducing Fallout-style ending slides for places and characters over the course of the campaign.
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
Game's now up for pre-purchase on Steam at a 20% slash.

Hire Your Mercs Now: Jagged Alliance 3 Pre-order Is Live


Sofia, Bulgaria / Vienna, Austria, June 6th, 2023: Ah, pre-order! You, yes you, getting the marvelous opportunity to throw your hard-earned cash at publishers and developers before the game is even unleashed upon the world! But why on earth would you do that, you ask? Because obviously there's something special in store for you: the glorious promise of shiny items, consumables or cosmetics for your soon-to-be gaming extravaganza!

Except... Not with Jagged Alliance 3. Sorry to burst your pixelated bubble, but we didn't hop on the costume-making bandwagon for our badass Mercs. No sir, no fancy frills here. And just when you thought it couldn't get any better, guess what? We won't dangle the tempting carrot of some days of Early Access in front of you, nor will we tease you with ludicrous horse armor. Oh, no! We're cutting straight to the chase and saving you from any horsing around... because there are no horses either. And we are also passing on any kind of pass here.

But hey, don't lose faith just yet, brave gaming warrior! If you dare to put your trust in us and the mighty developers of Jagged Alliance 3, if you're brave enough to take that pre-order plunge, we've actually got something for you:

You'll be rewarded with a 20% discount! That's right, amigo, we're slashing a cool 20% off the regular price of $ 44.99 / € 44.99 / 39.99 £ for our digital pre-order.

ON WISHLIST
Jagged Alliance 3

Jagged Alliance 3
StrategyTacticalTurn-Based TacticsRPGTurn-Based Strategy
Jul 14, 2023
Add to Cart
Prepurchase
-20%
$44.99
$35.99
Jagged Alliance 3


That's it. No skins attached.

Do you want to know what Jagged Alliance 3 is all about?

Check the Explanation on YouTube:
0.jpg

YouTube™ Video: Jagged Alliance 3 | Feature Trailer
Views: 378,379
Commanders, the mission to save Grand Chien starts July 14 on PC! What makes Jagged Alliance 3 a worthy addition to the series? Well, a lot!

Jagged Alliance 3 is currently in development for PC and is set to release on July 14th, 2023 at an SRP of $ 44.99 / € 44.99 / 39.99 £. You will receive a 20% pre-order discount if you order before July 14th, 15:00 CEST / 2 PM BST / 9 AM EDT / 6 AM PDT.

Please note: Although we've said it before, there will be a launch discount, this one has been replaced with the pre-order discount. No discount planned for the launch phase.


Q: So you want the players to buy the cat in the bag?

A: Nope. We will make sure, press and content creators can show the game a few days prior to its release on July 14th. So you'll have ample time to see if the game is what you are looking for.
Q: THQ Nordic does not like pre-order incentives like items or costumes at all it seems?

A: Oh, we do! But for Jagged Alliance 3, we didn't think it would fit. The game is set in the early 2000s, a time when such incentives were barely known. We want to embrace that charming retro vibe and ride it into the sunset.

More information about the game is available in our biweekly Twitch streams, tune in Thursdays at 11 AM EST / 17:00 CEST on THQ Nordic's Twitch Channel:
https://www.twitch.tv/thqnordic
In case you missed a stream, you can always read all developer diaries here: https://thqn.net/ja3-dd02 ... or re-watch the live stream recordings here: https://thqn.net/3nRdvHo
If you want to learn more about the game, make sure to follow on social media or discuss with other fans in the forums or on Discord:

Enjoy & stay tuned!
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,757
I can't decide if a sale on pre-orders is ominous or good business sense.

Although

nor will we tease you with ludicrous horse armor

I also can't decide if this shot was fired towards Oblivion or Diablo 4. :-D
 

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,200
I can't decide if a sale on pre-orders is ominous or good business sense.

Although

nor will we tease you with ludicrous horse armor

I also can't decide if this shot was fired towards Oblivion or Diablo 4. :-D
The whole thing's a pretty obvious dig at Diablo imo. Early Access, Horse Armour, skins, battle pass - all stuff in the D4 release.
 

Skorpion

Educated
Joined
Jan 31, 2023
Messages
347
Saw that it was €29 at greenmangaming.com, said "F it" and pre-ordered like a good little consumer.
:thingsareokay:
I look forward to your thoughts once youve had some time with the game
 

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