Strategic Level, Destructible Environment and more
Update #1 · Apr 24, 2013 ·
11 comments
Dear backers,
What a first 24 hours!! Super fantastic.
Thanks for all of your support. We are well on the way to go beyond the Kickstarter goal, so if we can keep up the momentum this game will actually see the day of light!
So please spread the word! Tell your Jagged Alliance friends! And keep interest alive in the comments section as well as the forums on the mini-site.
http://www.jaggedallianceflashback.com/
Our plan from now and moving forward is to give you more deep insights into our ideas and thoughts for Flashback.
We will send out updates to start discussions with you, so please discuss these things with us if you like, dislike or have alternative ideas. We deliberately have run this Kickstarter in the early stages of pre-production, where a lot of the decisions are still up in the air. So your voice will indeed have an influence! Your voice will be heard!
With that said, we haven’t decided and settled on small details yet. So if you ask us if you will be able to blow up the black cow in map grid 4F with C4 that has been modified with a delay timer - we don’t know yet! Thats what pre-production is meant to give us - a game design from top and down to medium detail level. And that is where we want your input!
Strategic Level Design - Base Building, Squads, Map Mechanics
The strategic level in Flashback will in its core work similarly to Jagged Alliance 2 with added base building.
You have a chessboard like grid on top of the world map, you direct squads of mercenaries freely around on the map and each grid corresponds to an individual level on the tactical side of the game.
The size of the chessboard is going to be determined by budget of the game. This is where we scale up with stretch goals. More pledges means more environment art means more levels in the grid.
You have to move troops around the map on foot, and if we reach stretch goals we also add the good old transportation options of jeeps, trucks, helicopters, boats and planes to make movement faster as well as unlock new parts of the map. We really want to do this part! As an example it would matter to liberate the port city, so that you can grab a boat to a neighbouring small island.
So if you liked the system used in Jagged Alliance 2, then you will love this one as it’s basically the same
A new feature we want to add to the strategic layer is base management. You will start out with a small landing zone and expand your base of operations as you gain access to funds. New additions to your base will add various levels of support options to your squads. From fortifying your base that help against enemy attacks to helicopter pads and recruiting a gunsmith will allow you to repair weapons and research new attachments that increase weapon effectiveness.
But this is not where it ends. In captured villages we would like to rework the militia system from earlier games. Parts of the buildings used in your central base can also be built in villages - e.g. fortify specific buildings, repair shops and medical facilities. But you can’t build an air strip or a hospital, these are things you have to control to reap the benefits. The enemy will actively try to retake lost sectors, so the more you control, the more you have to lose.
So it’s important to defend your central base while spending some resources on expanding your presence on the map. Leaving your base open will allow the enemy to take it, removing the support it gives to your mercenary squads.
This adds much more value to the strategic part of the game and more depth in gameplay.
The exact economy of the game is not finalized at this point in time. But we do want to have an economy where mercenaries have upkeep costs, where you have to have an income source and building buildings cost something. The time to decide the exact mechanics on this will be a bit later. Suggestions and Ideas are more than welcome in the comments and forums!
Destructible Environment
We will definitely have a level of a destructible environment in the core game. This is an essential feature and makes carrying explosives important. It also has an effect on stealth, but that is a feature we will talk about in a later update when we go into combat mechanics.
Does this mean we will have full destructible everything? No - almost no games have this and we will not either. It simply makes no sense. Read on!
Here are some examples of destructible things:
- being able to blow up a thin wall with a frag grenade to remove the cover that the enemy unit is hiding behind
- use C4 to make a hole in a wall to create an alternative entrance to a building
- cut holes in fences with a wire cutter
- destroy equipment like radio transmitters, power generators, cars to stop the enemy from using them
Examples of non-destructible environment:
- you will not be able to blow tunnels into the ground to move underneath things
- you wont be able to have buildings collapse by blowing holes into all walls
- terrain pieces can not be destroyed, things like boulders, rocks etc.
- there is no wand of divinity that splits water to walk between islands
New Pledges
We have been asked by many if we could add more pledges in the lower end. So we have added the following pledges to the Kickstarter site.
We plan to add more later as we go along. If you have great ideas for pledges you want, then don’t hesitate to send us a message.
$35 Gunnam style Tier: All previous rewards + Digital high quality map of the game world + Digital copy of the Official Soundtrack
* Limited 100* $85 Umpa Bazooka Tier: All previous rewards + Get to write an enemy response (ONLY THIS TIER)
Licensing, Money, bitComposer and what it all means
There is some confusion about what it means that we have licensed Jagged Alliance from bitComposer.
A license is a right to use a brand. Its a legal agreement where we (Full Control) get the right to use a brand name (Jagged Alliance) from the license owner (bitComposer).
Licenses could be given to e.g. make a t-shirt, a movie or like in this case - a computer game.
Getting a license costs us (Full Control) money. It is not free, and there is typically also royalties to be paid. Totally similar to someone making Star Wars themed lunch boxes having to pay a royalty fee for every lunch box sold.
This is also true for this deal. On the sales of the game past the Kickstarter we have to pay bitComposer for the Jagged Alliance license. This does not apply to your donated Kickstarter money. This will all go into development directly. The deal goes on royalty payments for non-backers who buy the game later.
If we had to make a classic publisher work-for-hire deal, bitComposer would have paid the development, owned it all and they would control the development and which features go in.
Since we are licensing instead, we do not get a single $ from them or others. We have to finance the development ourselves, define the game features and story (together with you), produce it and get it into your hands by the way we think is best.
bitComposer still has a say in terms of us not destroying their brand by turning Ivan into a ballerina in a pink shirt and make the game into an endless runner in iOS. But as long as we stay within the defined boundaries of the license agreement, we are free to make the game to our ideas. We are pretty much free to do whatever we want, as long as it stays in the tactical genre however.
This also means, that we can use bitComposer and other 3rd party companies as resources if it helps us. For example if we want to reach out to existing Back in Action fans on the bitComposer Facebook page, we can ask bitComposer to do that. If we want to send out press releases, we can use our own press agents instead of bitComposers PR guys - so that's what we've done - used our own. If we want to do physical boxes we can ask bitComposer to broker a deal for us (since they already have contacts) or go with our own if we want. Or find another partner. And so on.
Being independent simply means that WE have a choice of who to ask for help. And sometimes the most wise choice is to seek partnership and help rather than doing things yourself.
You might then wonder who pays for the development. Where is the money coming from to pay rent, purchase pizza and energy drinks to keep developers running?
We are throwing in money of our own on top of the Kickstarter pledges. So it’s you and us. But we simply don't have the money to fully fund the development ourselves - far from it. We are a small company with 12 employees, running independently. We don't have the backing of deep pocketed publishers and we want to stay independent if possible for our game productions. So that we can make games that we feel need to be made in a way that might not be the latest and hottest one-click mechanic that makes gazillions.
So if we don't get this Kickstarter backup from you, this game will not happen. We don't have the muscle to fund it ourselves, and the worst case would be that if it fails it may, for some people, also prove that a turn-based Jagged Alliance game is a dead end.
Lets prove them wrong!!
We hope this clears up any questions or confusion you might have on what a licensed deal means. Otherwise ask and we will answer