Developer's Note. Flashpoint Campaigns: Red Storm

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Philkian
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Developer's Note. Flashpoint Campaigns: Red Storm

Post by Philkian »

Turning the Corner into the Home Stretch


1 The Long and Winding Road


Welcome to the last Red Storm Development Update. Knock on wood.
Hopefully, there will be many more Flashpoint Campaigns Updates in the future as we work to expand the capacities of the game engine and the number of eras and theaters of action. For now, let’s focus on where we are today looking a few weeks into the future at that shiny gold ribbon at the finish line. Red Storm has been in the works for close to two years and it builds on work done for five years on the ill-fated Middle-East game (I’m sure we will see this reborn in the future with the new game engine). It has taken a lot of time, effort and money from many people to get this far. Everyone on the team already has a day job, a family, and other work that needs getting done and that makes the development of a computer game in one’s spare time a major effort.

On Target Simulations is no fancy large studio. We don’t have hundreds of people in a modern building. Nor can we work 24/7 365 days a year. We are 4 people. Spread out across the US and Canada. We have a few handfuls of great beta testers. We work from our home offices a few hours each day and more hours on the weekends. It’s a tough deal and one that you do because you love the subject. Trust us it isn’t the money. “Red Storm” will be hard pressed to outsell a “Halo” or “Call of Duty” or “Angry Birds”. We get that. We do hope you enjoy the game once it is released. We do hope to make some cash so we can treat our friends and families to a nice dinner as a thank you for putting up with us being “busy” all the time and to invest back into the game with upgrades to hardware and software.

With that said, I’m just glad we are speeding out of the last turn and can see the finish line.


2 Approaching the Finish Line

The last few weeks as you near a gold release is very much like waiting to do taxes until the last moment. Panic and little sleep. We are hunting and killing the remaining bugs spotted by our latest batch of fresh-eyed testers. Working like crazy to try to get the game manual done for a printed version. Right now it looks like an unfortunate mix of too little time and too much material. It will be very, very close and if we miss the target date there will still be a wonderful PDF version of the full manual. On top of the main game manual, we also have two other manuals being worked as well. We have the Quick Start/Tutorial Guide and also a Modding Guide. Both will be PDF files at release. We are working to get additional spit and polish on the ending of the scenarios and campaign games. It can be tough to balance the want to have a realistic simulation with the fun of a game.
I think we will get there. We’ve already had a few testers say they enjoyed getting beat during a scenario. I think that speaks volumes to the way the game plays. If you want to go back and play again to do something better or test a different tactic or just beat a friend’s score we will feel that it’s a job well done.


Well enjoy the screen shots and as it was announced today and barring any last minute game killer bugs, look for Flashpoint Campaigns: Red Storm to hit the electronic shelf on October 8th!


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The new Main Menu ready to go. Sadly you can’t here the kick-ass theme music playing in this picture.


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One of the Game Colors setting panels. We have a lot of options to show information in the game.


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A look at the start of Thor's Hammer. The BAOR is about to tangle with the Bear.



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Carnage on the battlefield – Action from a Beta-Tester created scenario. You can make your own scenarios and do a lot of modifications to the games content.
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heyhellowhatsnew
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RE: Developer's Note. Flashpoint Campaigns: Red Storm

Post by heyhellowhatsnew »

Looks so awesome :D Can't wait to support you :D
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