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Can you explain what 1944 D-Day is for those that don't know?
1944 D-Day is the complete simulation of Operation Overlord. The Game allows the player to select any unit, any nation based on how the player is currently ranked / trained. The game is completely driven by the AI which manages over 250,000 active units, and over 13 million units during the course of the Operation. The game commences at 00:00 June 6th 1944, as the AI moves the units into position and conflicts commence. The player has the choice to jump to any active unit (active unit is defined by those units either within the battlefield, or about to enter into the battlefield). Once the player selects a unit, they assume the role of that unit, so they adopt the personality of that unit, they adopt that units rank, position, orders, relationships with other units and yes the load out of that unit. If the player gets bored, dies, or merely wants to try something else, they simply select another unit and assumes their role. Units and Logistics (logistics are Weapons, Vehicles, Ammo and additional units) are managed by the AI, so units do not magically spawn on the map, nor do weapons or vehicles, either the supply channels replenish the logistics or you do without. The game is a fine balance between completing strategic objectives, tactics and fine management of logistics. Finally and perhaps the most important aspect of the game is just how open everything is. You as the player have the ability to impact the Operation in every possible way, from assisting in the key objectives, to hindering your squads progression thus opening up your lines to attacks. In 1944 Operation Overlord the AI adapts and evolves the battlefield as the game progresses, everything is truly at stake and in your hands. What sets 1944 D-Day apart from other World War II games? Most WW2 titles focus on a very particular scenario, while 1944 D-Day takes the Operation as a whole. Accuracy, Every unit, Every Nation all selectable, to the average player this will not mean much but to the hardcore gamer and re-enactors this opens up all the possibilities of being able to take part in all those elements that are left out of all other games. Logisitics the entire world is based on the management of logistics, keep the lines open and ensure that the logistics can be moved freely and readily around the map. Scale, the entire map of Normandy is accessible, and available to the player. Every unit on the map is selectable at any given time the player has access to around 250,000 units. During the course of the operation the player has access to over a whopping 13 million units. Over 200+ vehicles, over 100 weapons and over 35 different unique unit classes. The online system allows for 128 - 256 co-op play, with every other position being replaced by AI. Consider it a large scale Co-Op System. The game is AI driven, the player doesn't factor into this, the world goes on around the player even if they do nothing. Nothing is scripted and the world is ever evolving. The player does not assume one role or a specific unit, instead the player selects a unit typically controlled by the AI and assumes the role and life of that unit for as long as they wish. Once they are bored or had enough they can jump to another unit. Why are you and the 1944 D-Day team creating this game? We are making 1944 D-Day because we feel that Operation Overlord should be done in it's entirety. Our goal is to do it once and do it right. Gaming companies like you always seem to be doing very well, yet they don't get the large-scale recognition that FPS games get (such as Battlefield, Half-Life and Unreal). As 1944 D-Day, do you see this trend changing? Well it's the trouble with Indie development teams, we do not have the budgets to Market the hell out of ourselves. Infact I would go as far as to say that mods are more widely recognised than indie teams. The trend will eventually change, with games such as Defcon and Darwinia doing wonders to making people aware. Steam and countless online blogs are also beginning to pick up on indie developers. What has been the most exciting moment of 1944 D-Day development so far? Being told by the likes of Crytek, Ageia and other leading developers that we have a very interesting concept, and a great way of breaking things down. There are obviously countless other momments, but for me it's great to get recognition from some of the best in the industry. What has been the worst moment of 1944 D-Day development so far? Reality Engine. What is the most exciting feature of 1944 D-Day? The AI and what it will offer the player. Have you been in contact with any company at any point in time during development? Also, have any other large publications or websites or developers contacted you? If so, what did they say? Yes loads, we have featured in PC Gamer, PC Format also were looking to do an article, but we make it a habit to keep our heads in until we are ready to spread the word about 1944. So you will not find us on MobyGames, GameFAQ's, Gamespot, 1UP, IGN or other online sources any time soon. Also this is not an invitation for readers to put us out there, we will do that when we are ready. One last question, why Operation overlord and not World War II? Why not? It's never been done right, and it's usually the same small scale scenarios. There is alot more to it than a small 500m x 500m cross section. Also doing WW2 as a whole is just too big as you would literally be looking at the entire planet simulated in realtime. I don't think we are there just yet.
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#2
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Nice interview again.
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#3
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Thank you for this interview.
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#4
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Interesting
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#5
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Pretty good interview.
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#6
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good read
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#7
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I second that, thanks!
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#8
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Hey, very nice interview.. That informed me a bit about the companies that you have been talking to and possibly getting some words about.(aka what companies will feature info about this game)
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Thanks, ![]() (Zathos,Xeathos, Walls/z ) |
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#9
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Unfortunately nothing really new in this interview but good initiative
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#10
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Ah damn, I thought these questions weren't asked yet.
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#11
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Nope all were asked and more than once.
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#12
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Interviews make me so happy. They are good to read and provide excellent information.
That was a good read, even for those who know about it already. Always love reading things over. I really hope it gets the point across to people, that you guys aren't joking.
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#13
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Edit: Nevermind : )
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"Life is like a monkey, sometimes it throws shit at you" ![]() Last edited by chip360; 04-27-2007 at 05:11 AM. |
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#14
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Great Interview
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#15
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Cool.
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#16
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Good to see that progress is being made, the interveiws keep me very interested in the final product Thanks!!!
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#17
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#18
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It's good to see things like this pop up every now and then, even though I did not learn anything, it was a good read.
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#19
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Nice interview.
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#20
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