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Screenshots over at Pocket Tactics

 
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Screenshots over at Pocket Tactics - 5/16/2014 4:48:19 PM   
benpark


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Looks really good for alpha stage....

http://www.pockettactics.com/news/ios-news/slitherines-new-3d-close-combat-looks-just-like-old-2d-close-combat/

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RE: Screenshots over at Pocket Tactics - 5/16/2014 4:57:29 PM   
Kanov


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It looks pretty good!

can you post it at http://www.closecombatseries.net please?

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RE: Screenshots over at Pocket Tactics - 5/16/2014 7:13:10 PM   
Hexagon

 

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Maybe for me the only "but" is the use of teams and not squads... i really expect the new engine finally introduce TRUE squads and not like in last releases half squads or teams... think that use squads means 9-12 line infantry units with support (mortars, MGs, scouts...) you can have a full infantry company in the battlefield not like now a platoon.

Apart this engine give a strange feeling to me, is CC but is not CC ... is like a kamaleon, now i am 2D now i am 3D

(in reply to Kanov)
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RE: Screenshots over at Pocket Tactics - 5/16/2014 8:02:43 PM   
TIK


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Considering this is early days, I'm REALLY impressed!

I like how you've kept the style the same as the old games. Camera angle is good too. Great job!

< Message edited by TIK -- 5/16/2014 9:05:15 PM >


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RE: Screenshots over at Pocket Tactics - 5/16/2014 9:19:03 PM   
TIK


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Sorry for double post, but will we be able to turn the camera clockwise and counter-clockwise? So if we have troops behind a building, will we be able to turn the camera to see them?

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RE: Screenshots over at Pocket Tactics - 5/16/2014 10:02:02 PM   
vobbnobb

 

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That's looking pretty good, is this in Italy?

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RE: Screenshots over at Pocket Tactics - 5/16/2014 10:57:18 PM   
CGGrognard


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The graphics are looking good. Just hope the "camera" won't be too "free" as in other games where a simple zoom in results in getting down to the grass in the field. I have no use for that type of view. Perhaps from the view as in the posted screen shots, to a mini-map view would be adequate. I don't want to be trying to set up a squad in a building while my forces are being decimated outside my view.

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RE: Screenshots over at Pocket Tactics - 5/17/2014 7:12:29 AM   
Steve McClaire

 

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Glad you guys are enjoying the news from Slitherine's press event.

The current plan is that there are two camera mods - straight down and angled view. It's not often that a unit will be behind something since the camera angle is pretty steep, but you can switch to straight-down view to see behind anything. You won't be able to rotate the camera, but you can zoom in and out to any arbitrary height between a set min and max.

Steve

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RE: Screenshots over at Pocket Tactics - 5/17/2014 8:58:17 AM   
TIK


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Thanks for the response, Steve. Good to know there's an angled view

Are you planning on having multistorey buildings?

< Message edited by TIK -- 5/17/2014 9:58:52 AM >


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I have a Youtube Channel that features Close Combat and Panzer Corps Let's Plays and videos

www.closecombatfanatics.com

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RE: Screenshots over at Pocket Tactics - 5/17/2014 2:14:54 PM   
Nomada_Firefox

 

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Very good, it looks very close to one CC. I like it.

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RE: Screenshots over at Pocket Tactics - 5/17/2014 2:52:13 PM   
Platoon_Michael


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I like it too.

Looking forward to a competitive AI.
I don't need a visual master piece.
Just something nice,with great re-playability

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Post #: 11
RE: Screenshots over at Pocket Tactics - 5/17/2014 5:25:53 PM   
Platoon_Michael


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I am however hoping you guys can help a brother out by supplying me with some coniferious tress,and some with snow on them.
Im not gonna be able to buy a 3D editing software,it's just not gonna be possible for me.Ever,that stuffs too expensive.

< Message edited by Platoon_Michael -- 5/17/2014 6:48:11 PM >

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Post #: 12
RE: Screenshots over at Pocket Tactics - 5/17/2014 5:32:01 PM   
vobbnobb

 

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quote:

ORIGINAL: Steve McClaire

Glad you guys are enjoying the news from Slitherine's press event.

The current plan is that there are two camera mods - straight down and angled view. It's not often that a unit will be behind something since the camera angle is pretty steep, but you can switch to straight-down view to see behind anything. You won't be able to rotate the camera, but you can zoom in and out to any arbitrary height between a set min and max.

Steve


Yes angled view and height zoom are nice!

(in reply to Steve McClaire)
Post #: 13
RE: Screenshots over at Pocket Tactics - 5/18/2014 2:48:50 PM   
Hexagon

 

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Ummm something i think last day... is possible destroy buildings and other covers??? for example ram a house to introduce a tank inside???

I need say i like the CC style in the game, curious to know more about it.

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Post #: 14
RE: Screenshots over at Pocket Tactics - 5/18/2014 3:56:25 PM   
Nomada_Firefox

 

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quote:

ORIGINAL: Hexagon

Ummm something i think last day... is possible destroy buildings and other covers??? for example ram a house to introduce a tank inside???

I need say i like the CC style in the game, curious to know more about it.

Steve told sometime ago how some parts from the map can be destroyed, not all because the amount of work would be very big.

(in reply to Hexagon)
Post #: 15
RE: Screenshots over at Pocket Tactics - 5/19/2014 9:58:44 AM   
Hexagon

 

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Thanks, i dont remember this.

Maybe be able to at least destroy houses is a must have... if i dont remember bad in Squad Assault you can destroy them.

Another important thing for me is... fortifications, how work now trenches... and bunkers i think that with new engine enter in a building is harder, not like in old CC where no problem to enter even with no doors.

(in reply to Nomada_Firefox)
Post #: 16
RE: Screenshots over at Pocket Tactics - 5/19/2014 12:02:04 PM   
Nomada_Firefox

 

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quote:


Maybe be able to at least destroy houses is a must have... if i dont remember bad in Squad Assault you can destroy them.

I do not like comparations too much but specially with this, I wait that absolutely nothing from Squad Assault be used. Squad Assault and GI Combat, they were some of the worse 3D games nver made.

(in reply to Hexagon)
Post #: 17
RE: Screenshots over at Pocket Tactics - 5/19/2014 6:15:46 PM   
Steve McClaire

 

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Damage to buildings is similar to old-stype CC. You blow a hole in the wall of the building and a pile of rubble falls to the ground. Vehicles won't intentionally ram buildings, so no, you can't drive your tank inside one. That's something we may do in the future, but not for version 1.

There will not be multi-story buildings in The Bloody First. It's rather like CC1 in that regard. But this is definitely something that is planned for future versions.

Steve

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Post #: 18
RE: Screenshots over at Pocket Tactics - 5/20/2014 10:27:10 AM   
Hexagon

 

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Thanks for the info Steve, maybe this is important in a more 3D engine and specially when looks like maps are less "masive" than in last titles.

Ummm talking about open a hole in walls... infantry can exploit them as doors??? thanks.

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Post #: 19
RE: Screenshots over at Pocket Tactics - 5/21/2014 3:00:19 PM   
Steve McClaire

 

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Yes, if a large hole is blown in a building it basically becomes a window. Infantry can use it. We've designed all the buildings with windows on all walls, though, so this isn't really a major factor in most cases. The 'windows on all walls' is so that infantry can enter a building from any side, without running around the building and potentially getting killed, when you order them to enter.

Steve

(in reply to Hexagon)
Post #: 20
RE: Screenshots over at Pocket Tactics - 5/21/2014 8:32:46 PM   
CGGrognard


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Will it be possible during game play to see let's say a tank shell damage the building?

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Post #: 21
RE: Screenshots over at Pocket Tactics - 5/22/2014 2:22:56 PM   
Steve McClaire

 

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quote:

ORIGINAL: CGGrognard

Will it be possible during game play to see let's say a tank shell damage the building?


Yes. A decent-sized HE shell will cause visible damage to buildings.

(in reply to CGGrognard)
Post #: 22
RE: Screenshots over at Pocket Tactics - 5/22/2014 3:31:36 PM   
Kanov


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Does the battle editor uses points to "buy" troops or you can select whatever you want?

I think there should be a way to cap the forces (other than mutual agreement) so you can have varied scenarios like a low point game would force you to choose between low quality but numerous troops or high quality but fewer troops.

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RE: Screenshots over at Pocket Tactics - 6/1/2014 3:20:48 AM   
linlishuo

 

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Great to see this 3D Close Combat will be released in the future.
Here is some suggestion on graphics:
1/ The terrain is close to former CC series, which is ideal, but the texture of roof, vehicles and trees are in different styles.
2/ I don't know why but the vehicle looks like toys, so could their texture or mapping be improved? add something like rust or coating
3/ The top of the tree looks really weird, the branches turn out a brown hole in the center. While leaves have too strong contrast, as if they can glow.
4/ The bushes are not connected. They are scattered maybe because they are 3d models. But they do like umbrellas or little trees.
5/ I saw 3D boxes and fences on the ground. Well, things like carts, tables, abandoned metals, dolls, ads, road signs, grill, hens, dogs, pigeons and shadow of clouds appeared in my head (Not important)...


I didn't see river, stream or pool, so really don't know what the water effect will be like in this game. Waiting with excitement and expectation.
Just share with my thought.
Really Good job for alpha version anyway, please don't be hasty, I can wait while I play the Cean version.

Thank you guys!

< Message edited by linlishuo -- 6/1/2014 4:38:34 AM >

(in reply to Kanov)
Post #: 24
RE: Screenshots over at Pocket Tactics - 6/1/2014 9:43:10 AM   
Nomada_Firefox

 

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quote:

1/ The terrain is close to former CC series, which is ideal, but the texture of roof, vehicles and trees are in different styles.
2/ I don't know why but the vehicle looks like toys, so could their texture or mapping be improved? add something like rust or coating
3/ The top of the tree looks really weird, the branches turn out a brown hole in the center. While leaves have too strong contrast, as if they can glow.
4/ The bushes are not connected. They are scattered maybe because they are 3d models. But they do like umbrellas or little trees.
5/ I saw 3D boxes and fences on the ground. Well, things like carts, tables, abandoned metals, dolls, ads, road signs, grill, hens, dogs, pigeons and shadow of clouds appeared in my head (Not important)...

You will be able edit the textures when the game be released.



I know how many times I have written it but people, the game will be released this year, you can not wait that they make any more changes or additions at it. Sometimes I feel that some people think how a complete new game can be made at few months, you can not imagine how work take these things.

(in reply to linlishuo)
Post #: 25
RE: Screenshots over at Pocket Tactics - 6/4/2014 2:00:52 PM   
Miro

 

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We want more screenshots !

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Post #: 26
RE: Screenshots over at Pocket Tactics - 6/7/2014 10:33:45 AM   
Platoon_Michael


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Screen shots with hills please.
And maybe a few zoomed in as well.

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Post #: 27
RE: Screenshots over at Pocket Tactics - 6/8/2014 10:28:20 AM   
Hexagon

 

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Maybe how works the company management

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Post #: 28
RE: Screenshots over at Pocket Tactics - 8/25/2014 2:59:27 PM   
Platoon_Michael


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Been 3 months since anyone has posted something new about TBF.
I'm just wondering how things are going?
40/50/75% complete?
Any chance of updated screen shots?
A ingame video.
Release date?
Price?

< Message edited by Platoon_Michael -- 8/25/2014 4:00:22 PM >

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Post #: 29
RE: Screenshots over at Pocket Tactics - 8/27/2014 6:05:49 PM   
Steve McClaire

 

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Hi Michael,

It is going. :) Unofficially, I am working on the AI, 3D objects are being added, and maps are being created using the in-game map editor.

Official information / announcements will happen in the relatively near future, but I can't give anything more exact than that at this time.

Steve

(in reply to Platoon_Michael)
Post #: 30
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