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AAO 2.4 Release Interview

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Double-T

First of all I would like to ask you how things are going with the next patch. Is the Dev-team still on schedule and can we expect the release date of the patch soon?

 

[Dev]whatever

We are currently nearing completion of the next upcoming release. I feel rather confident that the public won?t have to wait too long to experience exciting new elements of game play very well suited for America?s Army. There are many factors which determine an actual release date, but we are expecting it to be a terrific Spring.

 

Double-T

The biggest difference must be the implementation of the Unreal Engine 2.5. Can you describe how the implementation of a new game engine into an existing game works?

 

[Dev]whatever

The code merges are always rather challenging and have been especially so for AA since we were the first game to debut on the Unreal 2 engine. The process means that any part of the game which looked or worked fine may now no longer function correctly without finding new solutions or revisiting old problems. The bright side of this is of course all the benefits and potential new features that are possible.

 

Double-T

Let?s discuss some of the new features.

Are we going to see a big improvement in graphics with the new patch? Also more importantly will the system requirements change to higher specifications?

 

[Dev]whatever

I think you will see benefits on a per map basis from the optimizations in V2.5. Look for some additions and improvements in the User Interface in both speed and some functionality as well. There is currently no plan to change the system requirements but frankly all players should be getting some better results with this merge. We are rapidly approaching the third anniversary from our debut in July 2002 and much of the industry is already moving forward based on the most recent and next gen engines but current requirements for 2.X versions of AA may very well remain as is. The next generation of AA is certainly a whole different ball game but that is down the road yet.

 

 

Double-T

With the new random features these should eliminate the spammers and also make the maps more dynamic. Will all the new maps have these features or are they only for the XE tour (which we already saw as ?test tour? in our account management page)?

 

[Dev]whatever

The new random features set offer a whole lot to the game and affect the way it is played in a very positive way. Being an effective way to counter spamming is but just one plus. The goal is to add these random elements to earlier missions as well, when and where they would be appropriate. At first only the 2.4 maps will feature the random elements and then review and implementation of previous maps will probably take place. This isn?t an automatic process though. Adding this much randomization makes for more complicated proof of design and requires much more gameplay testing to work out balance issues and such. Random spawn points and objectives are something that can easily be added to certain maps but other random elements can have a greater gameplay impact so we will need to consider which random elements would benefit which maps. Time might be better spent designing new missions to take full advantage of the whole array of options and what they can offer. Imagine some of the possibilities using random spawns, random objectives, random extraction points, carriable objectives, random NPC placement and informants in AA!

 

 

Double-T

Another feature that has been discussed a lot recently is VOIP. Can we expect this feature in the new patch? What functionality will this have?

 

[Dev]whatever

Unfortunately not in V2.4 Q-Course will but certainly VOIP will be part of the Overmatch release. We?ll have to give you more detail on that closer to then but it something we all want to see sooner than later.

 

Double-T

On the www.aaotracker.com forum we had a discussion about dynamic lights. Is it possible with the new engine to have dynamic lights like night and day, or lights on and off in a large area of a map? Also is there a chance we might see dynamic weather like rain and snow?

 

[Dev]whatever

Dynamic room lighting changes aren?t doable for our game in using 2.5, however, Unreal 3.0 should allow us this capability. We?ve seen it in action in single player demos and a multiplayer version will probably be challenging but it is something we absolutely want to see implemented in AA 3.0.

 

Double-T

We heard something about new training missions, which will allow the Special Forces to gain more features. Can you tell us something about the new trainings? Will we see the same as the medic training where we will have to answer questions after we?ve watched a slide show?

 

[Dev]whatever

This release will not have new training level requirements other than the current Special Forces training. Some of the new maps are SF exclusive with the others allowing Indigenous Forces. As for future training missions, AA is really moving towards much more dynamic, optional and compelling training levels. We are looking into altering previous training missions as another part of the Overmatch release. For that version, we have a dynamic shoothouse environment that is very engaging and exciting. It was so successful that it has been integrated with a laser site simulation system for actual training. V2.4 will focus on new weapons and the suite of random elements and not include new training. One additional part you will want to check out however, is the additional run alone flash player which describes the Special Forces 18 series specialties. The downstream benefits of these specialties are features we want to incorporate at a later date.

 

Double-T

Version 2.4 will have some new weapons. The BDM will be able to blow up parts of walls but is not for killing people. How can you prevent someone to not use it as a rocket launcher to kill people? Will this weapon be able to blow holes in every kind of wall on a map?

 

[Dev]whatever

The BDM and doorbreacher are ready to be part of the 2.4 release. The Bunker Defeating Munition is similar in looks to the AT4 but packs a much larger wallop so be extra careful of proximity of your team players! They shouldn?t be anywhere behind you and if not beside you then taking cover is their best bet. Like AT4 and its enemy counter part the RPG, they are not designed nor intended as anti personnel and so you would not receive any experience point award if it is used as such. You?ll want to save them for the limited destructible targets in maps that help you obtain objectives. You will get an indication on your HUD once you come into proximity of such destructible constructions. Using the BDM and door breacher won?t be the only way of achieving objectives but they can be much faster for a team who knows how to take advantage of them. We are holding off on the PDM for now and will most likely see it in the Overmatch release.

 

Double-T

We saw some bugs fixed when V2.3 was released; can we expect to see any major bug fixes with the new patch? Is the priority to fix bugs increased with every patch?

 

[Dev]whatever

Expect many numerous bugs to be fixed! So numerous in fact that we honestly can not list them all for you here. We have been aware of them for quite some time but our resources and schedule have not allowed us to properly address them till now. We are very, very pleased to finally see so many of them gone. We have a more bandwith now with the development of our new QA personnel and with the collaboration of our Government Applications team for a totally unprecedented focus on many issues that have impacted our online playing experience. We can hardly wait for the public to see the results and expect more benefits from our collaboration in the near future.

 

Double-T

[Dev]whatever, thank you very much for your time. I think I speak for the whole community when I say: Keep up the good work at the Dev-team, and good luck with everything you will be doing. Do you have anything to add to this interview?

 

[Dev]whatever

It has been my pleasure. We absolutely appreciate the depth and consistent support from so many AA fans and sites like yours. We are in truth but a fraction of the size and resources that go into the games we compete with on a daily basis and still we consistently rate among the top five. With over five million registered players now, I?d have to say thank you for being part of the success that is America?s Army!

 

Double-T

I would like to thank [Dev]whatever for his time, and wish him a good luck with his work on the Dev-team. I also want to thank Simon Speller (stts) for his help, and the aaotracker team for their support! And let?s not forget to thank the Dev-team who are working really hard to keep us, the community, and the Army happy! HOOAH!

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