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A Nice Little Surprise



Posted Image


Exactly three months have passed since we announced Intruder Alert! to the world, and we've been making tons of progress since. Here's an exciting new update to kick off the next quarter in style:

Let's begin with a quick recap of the last two weeks before we reveal our surprise (assuming you haven't already skipped ahead). As promised in the previous news entry, we posted the first batch of Feedback Requests a week ago covering GP Roles and Pawn World Markers.


: GPRoles_Engineer.png : GPRoles_Technician.png : GPRoles_Infiltrator.png -- : PWMs_02.png : PWMs_03.png : PWMs_04.png


GP Roles - which are similar to classes but with a few important distinctions - were first introduced in Overwatch, starting with the Defender and followed by the Medic. As the feature itself is quite popular (and definitely has plenty of potential), it was one of the first non-core gameplay elements to be designed and prototyped in IA!. We have tons of new ideas for it (including three brand new roles) and have detailed many of them in the first FbReq thread.

→ Feedback Request: GP Roles


Pawn World Markers are a simple but extremely important aspect of the players' HUD; they have two main purposes: highlighting in-game characters (to make them easier to spot) and giving the OP valuable information about his/her units at a quick glance. Our implementation of the feature in IA! is almost the same as it was in OW, with only a few minor differences which we've described in the second FbReq thread.

→ Feedback Request: Pawn World Markers



Keep an eye out for new FbReq threads (added often) and be sure to share as many of your comments, ideas and suggestions as possible on the topics described above by posting replies. We're also counting on you to start your very own discussions regarding features you believe belong in the game by writing in the appropriate section of our community forums. Last but not least, get any and all questions you have about our projects and team answered by taking part in our monthly Ask the Team! event. By working together, we can make IA! a truly great game!


And now, the surprise! As we'd hinted in our last communiqué, we've been working on some videos for IA!, both for promotion and to showcase gameplay and features. Today, we'd like to present you with Intruder Alert!'s very first teaser trailer. Enjoy!

You can also watch the video above in HD on YouTube.


With the teaser out of the way, we plan to start releasing new gameplay videos (shot in-engine) every few weeks to complement our Spotlight/Development blog.


Want to have your work showcased in those videos? Why not join us! We're always looking to expand our small team, so if you believe you have what it takes to work with us on this very demanding (and very gratifying) project, read the posted information about our openings and send us a message; we'd love to hear from you!


On a final note, you can now show your support and more easily keep track of IA!'s progress by joining, following, liking and subscribing to us on these brand new Steam, Twitter, Facebook and YouTube accounts.

And remember: the latest IA! news and information is always served first right here on the rM Community site, so be sure to check back often!


leiftiger
Mar 03 2012 04:39 AM
Nice trailer, although I'm saddened that those pesky intruders managed to ruin the Masterminds plan of world domination. :(

Mind if I ask what the security cameras will have for function? I've thought about it being a neat idea that they're what the OP can see, although it'd probably be hard to implement.

AndY
Mar 03 2012 12:31 PM

View Postleiftiger, on 03 March 2012 - 04:39 AM, said:

Mind if I ask what the security cameras will have for function? I've thought about it being a neat idea that they're what the OP can see, although it'd probably be hard to implement.
We've tossed a few ideas around, like using them as sensors for certain traps, or even uncovering Fog of War. You should get a discussion started. :)

rickinator9
Mar 03 2012 03:28 PM

View PostAndY, on 03 March 2012 - 12:31 PM, said:

We've tossed a few ideas around, like using them as sensors for certain traps, or even uncovering Fog of War. You should get a discussion started. :)

Is there FoW? Nice!

AndY
Mar 03 2012 04:08 PM

View Postrickinator9, on 03 March 2012 - 03:28 PM, said:

Is there FoW? Nice!
Oops. :P

But yes, we've been planning to include it. :)

ScrooLewse
Mar 03 2012 05:55 PM
That... was awesome. Can't wait to see the actual gameplay.

But one question:
Where is the wisdom in detonating a massive nuclear bomb inside a volcano? Nothing serious, just asking.

BMT
Mar 03 2012 06:15 PM
Could be one of those volcano islands in the middle of nowhere, I'd rather that get blew up than a nuke landing on my head!

AndY
Mar 03 2012 10:32 PM

View PostScrooLewse, on 03 March 2012 - 05:55 PM, said:

But one question:
Where is the wisdom in detonating a massive nuclear bomb inside a volcano? Nothing serious, just asking.
If the warhead isn't armed, it wouldn't create a nuclear blast when you blow it up. :P

Sabre
Mar 05 2012 01:22 AM

View Postrickinator9, on 03 March 2012 - 03:28 PM, said:

Is there FoW? Nice!

I hope not. How would the villain not know the layout of his own base? Also, FoW always = "My guys can only see 18 foot" and "There's gunfight and loud noise. No idea where though."

If FoW was included, I'd rather it be limited to "There are guys somewhere in this area" but LoS is needed to see exactly where.

On the topic for the video. I have to say the graphics for the OP player aren't what I expected. :P

rickinator9
Mar 05 2012 08:57 AM

View PostSabre, on 05 March 2012 - 01:22 AM, said:

I hope not. How would the villain not know the layout of his own base? Also, FoW always = "My guys can only see 18 foot" and "There's gunfight and loud noise. No idea where though."

If FoW was included, I'd rather it be limited to "There are guys somewhere in this area" but LoS is needed to see exactly where.

On the topic for the video. I have to say the graphics for the OP player aren't what I expected. :P

I don't think the OP units will have a range of what they can see. I think their view will be blocked by walls and such. That way, the GPs can ambush possible rushes.

Sabre
Mar 06 2012 05:25 AM

View Postrickinator9, on 05 March 2012 - 08:57 AM, said:

I don't think the OP units will have a range of what they can see. I think their view will be blocked by walls and such. That way, the GPs can ambush possible rushes.

But again, to what extent? Could someone run around a corner, and now suddenly the OP can't issue an attack order? Or will ducking behind a wall leave the units completely baffled?

The idea of fog of war is fine. It's the pratical application I have issues with. In Dawn of War 2 for example, there are direct fire units that can shoot further than they can see. There are tactical games where I know a guy is there, but I can't shoot him because he can't be 'seen' even though I want to lob a grenade in there because going onto vision range equals death.

I have this image of a GP being trapped a room, the OP knows he is the room, but the OP have no choice but to march his guys in single file, right into the GPs shotgun blasts. Or an OP sending his guys on a wild goose chase because he lost the GPs early and now can't find them, and when he does spot them, by the time his guys get there they are gone again. We know there will be heavy units that could prevent such camping expliots, and who knows, maybe there will be some kind of room sweep AI or the game design will be such that this kind of thing can't happen. Maybe that kind of goose chase would only happen to really thick masterminds.

I like the idea of sneaky sneaky secret agents, I'm not so fond of the idea of a mastermind who is powerless to stop them. Again, it's to early to say, but what if the OP knows the GPs are setting an ambush, what options does he have to deal with it?

AndY
Mar 06 2012 06:35 PM

View PostSabre, on 06 March 2012 - 05:25 AM, said:

But again, to what extent? Could someone run around a corner, and now suddenly the OP can't issue an attack order? Or will ducking behind a wall leave the units completely baffled?

The idea of fog of war is fine. It's the pratical application I have issues with. In Dawn of War 2 for example, there are direct fire units that can shoot further than they can see. There are tactical games where I know a guy is there, but I can't shoot him because he can't be 'seen' even though I want to lob a grenade in there because going onto vision range equals death.

I have this image of a GP being trapped a room, the OP knows he is the room, but the OP have no choice but to march his guys in single file, right into the GPs shotgun blasts. Or an OP sending his guys on a wild goose chase because he lost the GPs early and now can't find them, and when he does spot them, by the time his guys get there they are gone again. We know there will be heavy units that could prevent such camping expliots, and who knows, maybe there will be some kind of room sweep AI or the game design will be such that this kind of thing can't happen. Maybe that kind of goose chase would only happen to really thick masterminds.

I like the idea of sneaky sneaky secret agents, I'm not so fond of the idea of a mastermind who is powerless to stop them. Again, it's to early to say, but what if the OP knows the GPs are setting an ambush, what options does he have to deal with it?
Abilities for OP Units could be one way. If we give certain units a "grenade toss" ability, then you'd be able to tell them when/where to toss a grenade, whether or not they have LoS to the GPs. Toss a few flashbangs in a room and then storm in.

Just a thought (but we definitely do want Abilities to make a return, and we obviously plan to improve the feature plenty too). :)