Please Notewe are making both a full retail game and a mod. For the full retail game we are NOT using the source engine. Both the MOD and the Game are outlined below.
Hi all my name is Ronan Hayes, I am the lead programmer/producer at 1944game.com. We have been really pushing hard to release our Full Commercial Game and we have also been pushing hard on our HL2 MOD our progress has been staggering.
At the moment we are currently finishing up our HL2 mod, and we are mainly lacking Animations. If there are any animators out there with experience in the HL2 or HL1 animation process, we would be very interested in talking with you so contact me:
[email protected]
We are also considering people with the following talents.
* Animation
* Texturing
* Modelling
* Programming
* Web Design
* PHP
The Team is being ran by several PRO programmers, we the following technologies for use with the full game
-Reality Engine
-Speedtree
-Novodex (Agiea Support)
-many many more.
We are also adopting the XBOX 360 standards for console release.
Full Game Features
* Realistic Squad tactics based on actual military training guides.
* 100% Authentic
o With over 50 WW2 weapons
o With over 200 vehicles,planes, tanks, boats and artillery
o All of Normandy recreated from photos, maps and drawings
o Realistic controls and accurate simulation.
* Every Unit, Every Nation.
o Germany
o UK
o US
o Canada
o Australia
o New Zealand
o And many more
* Realistic AI controlling every aspect of the game.
o The AI controls the emotions and feelings of every unit
o Coordinates realistic tactics and movements
o Manages over 200,000 units realtime
* Large open dynamic maps, that live and breath alongside the combat.
o Animals that react to the combat
o Grass and trees that flow with the wind
o Buildings and terrain that take realistic damage
o 24 Hour clock, watch the sun rise as the battles continue
* Witness all areas of combat, from all sides.
o Omaha Beach
o Utah Beach
o Sword Beach
o Juno Beach
o Gold Beach
o Point Du Hoc
o Bayeux region
o Caen
o Benouville
o St Mere Eglise
o Carentan
o And the rest of Normandy full realised.
* Large Open Multiplayer and Co-Op system for 128+ players.
The Best thing about this game is that the focus has been put purely on the AI and making sure that the game is not scripted. The AI micro-manages every aspect of the game. Unlike other WW2 games which cover just one unit or one squad 1944 covers all of Normandy and every unit currently within the battle. The AI manages all of these, and the player can simple posses an existing AI unit and play as that unit interacting with the AI and watching as how objectives, missions and plans change as the player interacts or as things start to go wrong.
You can also play as every nation, including German and Austrailian, not to mention Canada.
------------------------------------------------------------
THE HL2 MOD
Now you may ask why are they developing a HL2 mod, well its a marketing ploy. They decided to develop a small HL2 and BF2 mod to attract more people towards the full game, but what do we mind we get 2 great mods of this quality.
------------------------------------------------------------
HL2 System
-----------------------------------------------------------
Introduction
-----------------------------------------------------------
Welcome, I just want to quickly outline what to expect in the first release of 1944 HL2 mod.
We will be delivering 2 maps
* -Brecourt
* -Carentan
While these maps will be relatvely large, there will be a fully simulated world behind this, units will be entering and exiting the level as is needed. While this feature will not be evidednt until the AI is fully integrated it is the core back bone of the system.
-----------------------------------------------------------
Mod Setup and Config
-----------------------------------------------------------
The mod can be setup for 2 systems of play
* -Public
* -Clans
At the start of any game the server will issue a valid rules set to the player, which it will inspect from time to time. This will ensure that the server knows if any of the files have been altered.
-----------------------------------------------------------
Mod Premise
-----------------------------------------------------------
(All values discussed are defaults, and can be altered)
The mod is played over 1 hour intervals, at the end of each hour the level is loaded. Every 5 minutes a brief review of scores is taken, before the gameplay continues on (Please note this is not a round reset system, but a continuous system).
The game is won, either by blocking the enemies efforts in securing and re-enforcing, or by having the most points at the end of the hour.
When you join you can select a team, each team has a number of squads available. You select a squad and then select your unit. There are quick options with regards to gear setup but for the most part this is open to the unit to decide what they want to select.
A squad will usually consist of around 6 members
That squad can have:
* -Any Number of Riflemen
* -Any Number of Submachinegunners
* -1 Machine Gunner
* -1 AntiTank
* -2 Medics
* -1 Radioman
* -1 sniper (German only for certain maps)
* -1 spotter (German only for certain maps)
* -1 Squad Leader
At the start of a game, a squad is filled up. For clan games the option to vote a squad leader is available. For public games the sqaud leader is automatically assigned. Then every five minutes this is reviewed and based on points a new squad leader is assigned.
When you die in a Clan match, you queue outside waiting for the rest of your squad to die out, or for the opportunity for them to make a call for re-inforcements at which point your squad may be available to re-enter and link up with them.
In a public match you are simply queued into the first available squad awaiting re-entry.
-----------------------------------------------------------
Mod Dynamics
-----------------------------------------------------------
As the mod is always evolving and more in tune with a full battle than a quick 3 minute round or attrition system. A points systemis crucial to evaluating progress.
Points are available for:
-Team Points
-Personal Points
Team points are given for a team doing things correctly together. This can include defensive actions, offensive actions and obeying orders, or responding to calls for re-inforcements.
Each map will be setup with several strong points which are of strategic importance. The sides must hold the core points or push out the enemy.
This can be achieved by giving your squad members orders, for example...
You want to flank an enemy position.
Pushing 0 gets you into command mode when playing as a squad leader.
0->1
1 could be the flanking command then you can simply point at location and select a unit. That unit will now need to flank that position.
Alternatively if the squad leaders need to keep their head down, they can open up their map (which is a weapon number) review the map and point at locations on the map giving orders that way.
The map will be positioned by the squad leader on the ground for all members of the sqaud to see, This is more slow and sluggish than the pointing. Its down to the squad leader to decide on the best course of action...
The Squad leader can issue orders, and the squad members can issue orders and requests.It is down to the squad leader to decide how best to act and handle their squad.
Team Points will increase at varying rates depending on how the squad is handled and how they work together. Flanking, Covering, Defending, Assualting, Helping other squads all gain you points, while disobeying orders, dieing, loosing ground or strong points all loose you points.
On a personal level each unit can gain points by obeying orders, helping other squad mates, assualting, defending and using initiave. Its a complicated system that will force teams to work together and punish those players that do not work as a team or together.
------------------------------------------------------------
Thats the full mod system, its well on its way to development, and its done with only a few members (1 programmer, 1 mapper, 1 modeller, 1 animator). So focus is never taken away from the full game. That said we want to expand the HL2 mod, to really push the Source Engine, and bring a new experience to the WW2 genre.
The mods work as a stepping stone into the full game.
Now time for the best part the content:
-----------------------------------------------------------
Maps:
-----------------------------------------------------------
http://www.1944game.com/gallery/pictures/carentan-beta07d0002.jpg
http://www.1944game.com/gallery/pictures/carentan-beta07d0003.jpg
http://www.1944game.com/gallery/pictures/carentan-beta07d0004.jpg
http://www.1944game.com/gallery/pictures/carentan-beta07d0007.jpg
For the rest of the Map images please check:
http://www.1944game.com/gallery/index.php?list=7
-----------------------------------------------------------
Weapons :
-----------------------------------------------------------
http://www.1944game.com/gallery/pictures/ger_mp40textured.jpg
http://www.1944game.com/gallery/pictures/gerfg42textured2nz.jpg
http://www.1944game.com/gallery/pictures/thompsonrender.jpg
http://www.1944game.com/gallery/pictures/us_bajonettextured.jpg
http://www.1944game.com/gallery/pictures/us_colt1911textured.jpg
http://www.1944game.com/gallery/pictures/us_fraggrenadetextured.jpg
-----------------------------------------------------------
Characters
-----------------------------------------------------------
Rankings and Markings are added in game, these are treated as separate 3D Objects, so that we can create entire armies using subtle combinations, as opposed to having every unit the same rank.
-----------------------------------------------------------
Well thats the Full Commercial Game, and the HL2 Mod. Everything is progressing nicely.
Please Notewe are making both a full retail game and a mod. For the full retail game we are NOT using the source engine.
http://www.1944game.com
if you wish to join the team or simply want to talk about certain features/progress contact:
[email protected]
Cheers
Ronan
http://www.1944game.com
Hi all my name is Ronan Hayes, I am the lead programmer/producer at 1944game.com. We have been really pushing hard to release our Full Commercial Game and we have also been pushing hard on our HL2 MOD our progress has been staggering.
At the moment we are currently finishing up our HL2 mod, and we are mainly lacking Animations. If there are any animators out there with experience in the HL2 or HL1 animation process, we would be very interested in talking with you so contact me:
[email protected]
We are also considering people with the following talents.
* Animation
* Texturing
* Modelling
* Programming
* Web Design
* PHP
The Team is being ran by several PRO programmers, we the following technologies for use with the full game
-Reality Engine
-Speedtree
-Novodex (Agiea Support)
-many many more.
We are also adopting the XBOX 360 standards for console release.
Full Game Features
* Realistic Squad tactics based on actual military training guides.
* 100% Authentic
o With over 50 WW2 weapons
o With over 200 vehicles,planes, tanks, boats and artillery
o All of Normandy recreated from photos, maps and drawings
o Realistic controls and accurate simulation.
* Every Unit, Every Nation.
o Germany
o UK
o US
o Canada
o Australia
o New Zealand
o And many more
* Realistic AI controlling every aspect of the game.
o The AI controls the emotions and feelings of every unit
o Coordinates realistic tactics and movements
o Manages over 200,000 units realtime
* Large open dynamic maps, that live and breath alongside the combat.
o Animals that react to the combat
o Grass and trees that flow with the wind
o Buildings and terrain that take realistic damage
o 24 Hour clock, watch the sun rise as the battles continue
* Witness all areas of combat, from all sides.
o Omaha Beach
o Utah Beach
o Sword Beach
o Juno Beach
o Gold Beach
o Point Du Hoc
o Bayeux region
o Caen
o Benouville
o St Mere Eglise
o Carentan
o And the rest of Normandy full realised.
* Large Open Multiplayer and Co-Op system for 128+ players.
The Best thing about this game is that the focus has been put purely on the AI and making sure that the game is not scripted. The AI micro-manages every aspect of the game. Unlike other WW2 games which cover just one unit or one squad 1944 covers all of Normandy and every unit currently within the battle. The AI manages all of these, and the player can simple posses an existing AI unit and play as that unit interacting with the AI and watching as how objectives, missions and plans change as the player interacts or as things start to go wrong.
You can also play as every nation, including German and Austrailian, not to mention Canada.
------------------------------------------------------------
THE HL2 MOD
Now you may ask why are they developing a HL2 mod, well its a marketing ploy. They decided to develop a small HL2 and BF2 mod to attract more people towards the full game, but what do we mind we get 2 great mods of this quality.
------------------------------------------------------------
HL2 System
-----------------------------------------------------------
Introduction
-----------------------------------------------------------
Welcome, I just want to quickly outline what to expect in the first release of 1944 HL2 mod.
We will be delivering 2 maps
* -Brecourt
* -Carentan
While these maps will be relatvely large, there will be a fully simulated world behind this, units will be entering and exiting the level as is needed. While this feature will not be evidednt until the AI is fully integrated it is the core back bone of the system.
-----------------------------------------------------------
Mod Setup and Config
-----------------------------------------------------------
The mod can be setup for 2 systems of play
* -Public
* -Clans
At the start of any game the server will issue a valid rules set to the player, which it will inspect from time to time. This will ensure that the server knows if any of the files have been altered.
-----------------------------------------------------------
Mod Premise
-----------------------------------------------------------
(All values discussed are defaults, and can be altered)
The mod is played over 1 hour intervals, at the end of each hour the level is loaded. Every 5 minutes a brief review of scores is taken, before the gameplay continues on (Please note this is not a round reset system, but a continuous system).
The game is won, either by blocking the enemies efforts in securing and re-enforcing, or by having the most points at the end of the hour.
When you join you can select a team, each team has a number of squads available. You select a squad and then select your unit. There are quick options with regards to gear setup but for the most part this is open to the unit to decide what they want to select.
A squad will usually consist of around 6 members
That squad can have:
* -Any Number of Riflemen
* -Any Number of Submachinegunners
* -1 Machine Gunner
* -1 AntiTank
* -2 Medics
* -1 Radioman
* -1 sniper (German only for certain maps)
* -1 spotter (German only for certain maps)
* -1 Squad Leader
At the start of a game, a squad is filled up. For clan games the option to vote a squad leader is available. For public games the sqaud leader is automatically assigned. Then every five minutes this is reviewed and based on points a new squad leader is assigned.
When you die in a Clan match, you queue outside waiting for the rest of your squad to die out, or for the opportunity for them to make a call for re-inforcements at which point your squad may be available to re-enter and link up with them.
In a public match you are simply queued into the first available squad awaiting re-entry.
-----------------------------------------------------------
Mod Dynamics
-----------------------------------------------------------
As the mod is always evolving and more in tune with a full battle than a quick 3 minute round or attrition system. A points systemis crucial to evaluating progress.
Points are available for:
-Team Points
-Personal Points
Team points are given for a team doing things correctly together. This can include defensive actions, offensive actions and obeying orders, or responding to calls for re-inforcements.
Each map will be setup with several strong points which are of strategic importance. The sides must hold the core points or push out the enemy.
This can be achieved by giving your squad members orders, for example...
You want to flank an enemy position.
Pushing 0 gets you into command mode when playing as a squad leader.
0->1
1 could be the flanking command then you can simply point at location and select a unit. That unit will now need to flank that position.
Alternatively if the squad leaders need to keep their head down, they can open up their map (which is a weapon number) review the map and point at locations on the map giving orders that way.
The map will be positioned by the squad leader on the ground for all members of the sqaud to see, This is more slow and sluggish than the pointing. Its down to the squad leader to decide on the best course of action...
The Squad leader can issue orders, and the squad members can issue orders and requests.It is down to the squad leader to decide how best to act and handle their squad.
Team Points will increase at varying rates depending on how the squad is handled and how they work together. Flanking, Covering, Defending, Assualting, Helping other squads all gain you points, while disobeying orders, dieing, loosing ground or strong points all loose you points.
On a personal level each unit can gain points by obeying orders, helping other squad mates, assualting, defending and using initiave. Its a complicated system that will force teams to work together and punish those players that do not work as a team or together.
------------------------------------------------------------
Thats the full mod system, its well on its way to development, and its done with only a few members (1 programmer, 1 mapper, 1 modeller, 1 animator). So focus is never taken away from the full game. That said we want to expand the HL2 mod, to really push the Source Engine, and bring a new experience to the WW2 genre.
The mods work as a stepping stone into the full game.
Now time for the best part the content:
-----------------------------------------------------------
Maps:
-----------------------------------------------------------




http://www.1944game.com/gallery/pictures/carentan-beta07d0002.jpg
http://www.1944game.com/gallery/pictures/carentan-beta07d0003.jpg
http://www.1944game.com/gallery/pictures/carentan-beta07d0004.jpg
http://www.1944game.com/gallery/pictures/carentan-beta07d0007.jpg
For the rest of the Map images please check:
http://www.1944game.com/gallery/index.php?list=7
-----------------------------------------------------------
Weapons :
-----------------------------------------------------------







http://www.1944game.com/gallery/pictures/ger_mp40textured.jpg
http://www.1944game.com/gallery/pictures/gerfg42textured2nz.jpg
http://www.1944game.com/gallery/pictures/thompsonrender.jpg
http://www.1944game.com/gallery/pictures/us_bajonettextured.jpg
http://www.1944game.com/gallery/pictures/us_colt1911textured.jpg
http://www.1944game.com/gallery/pictures/us_fraggrenadetextured.jpg
-----------------------------------------------------------
Characters
-----------------------------------------------------------







Rankings and Markings are added in game, these are treated as separate 3D Objects, so that we can create entire armies using subtle combinations, as opposed to having every unit the same rank.
-----------------------------------------------------------
Well thats the Full Commercial Game, and the HL2 Mod. Everything is progressing nicely.
Please Notewe are making both a full retail game and a mod. For the full retail game we are NOT using the source engine.
http://www.1944game.com
if you wish to join the team or simply want to talk about certain features/progress contact:
[email protected]
Cheers
Ronan
http://www.1944game.com