Jump to content
  • DevDiary 1 - Game Vision



    Welcome to the first Jagged Alliance 3 DevDiary!

    The DevDiary is a place where we can discuss specifics about the game, share some insights about the development process, and offer perspective on what game-shaping decisions we make and why. We’ll do our best to talk about cool, interesting topics, of which we’d love to hear your feedback! Hearing your suggestions will help us make the best game we can, and also understand what our fans care about. 

    It was really hard for us to keep silent for so long, since there is a lot we want to share about Jagged Alliance 3. It may go without saying, but thank you for all the love and patience, we really appreciate it!

     

    Jagged Alliance 3: Our Vision

    Hello and welcome to the first DevDiary of Jagged Alliance 3 in which we will present our vision for Jagged Alliance 3 !

    Since many of us in the dev team are lifelong Jagged Alliance fans it is easy for us to assume that many readers of this article will also be intimately familiar with JA1 and JA2, however we will try to avoid this trap and present the information in a way that is accessible to newcomers as well.  Overall, our goal is not only to introduce you to our game, but also to the principles that led us through the years-long development journey. We don't plan to focus on details just yet, there will be time enough for this in upcoming DevDiaries down the road.

    Ever since the first pitch document we wrote we were certain about one thing - there was a particular feeling from Jagged Alliance 1 and 2 that made them special and we wanted to recapture it in our sequel - a unique combination of simulative turn-based combat, colorful characters, strategic management and the exploration of an open RPG-inspired sandbox world. A true sequel should rely on all of these pillars in order to recapture the charm of the first two games, so let's visit each of these points in turn.

    Simulative Turn-based Combat

    If we have to describe our combat philosophy in a single sentence, it would be "deep turn-based combat that takes a realistic approach and allows a fine level of control." There's a lot to parse here, so bear with us while we dissect this sentence...

    "Deep" means that our goal is to offer interesting decisions and no single right answer to any given situation. Sid Meier once famously said that good gameplay is a "series of interesting decisions" and this is a statement that we very much get behind. We want to reward mastery and creative thinking, to have many moments that make you stop and wonder how to proceed, weighting pros and cons and visualizing possible outcomes in your mind's eye.

    "Turn-based" should be self-explanatory, but it must be mentioned because it is so central for Jagged Alliance. While historically there have been some experiments with real-time gameplay in the world of JA, this was never a direction we were interested in or considered for this project.

    Combat_01.jpg

    "Realistic approach" doesn't mean that we want to necessarily simulate reality in every minute aspect, but rather that we aim to keep things grounded in reality - both in the visuals and the gameplay aspect. Weapons can jam or break down, simulated bullets can penetrate materials and bodies to cause collateral damage and severe wounds persist for days instead of being magically healed in an instant. We like to think about our approach as "action movie" realism where guns feel like guns but the good guys can still kick ass against seemingly impossible odds.

    Combat_02.thumb.jpg.5491ee805babd9eb02969436d84e4db6.jpg

    While many recent turn-based games have chosen to become more "abstract" and limit each character to 2-3 significant actions per turn, we went the opposite way. Jagged Alliance 3 gives you much more detailed control over every combat decision. Our Action Point system allows this precise management and mechanics like stances, aiming, body part shots and weapon firing modes allow you to customize your approach for every single shot.

    The Heart of the Game - our Mercs

    Jagged Alliance was always about the mercs! No other game from that era has such a humongous cast of fleshed out and detailed main characters as Jagged Alliance 1 and 2 did and we are certain that everyone who played the old games remembers their own favorites. We knew that the heart and charm of Jagged Alliance is closely tied to this ragtag bunch of unlikely heroes that always manage to feel alive, talkative, witty, and full of character, and we tried to bring back as many as we could in Jagged Alliance 3.

    There are around 40 mercs in the new game - most of them are old favorites but there are many newcomers as well! More than just pawns in the player’s hands, the mercs are rarely indifferent to what happens around them - they interject in conversations, form relations, make jokes, hold grudges, react to the combat situation and always tend to find a way to express their personality.

    AIM_Snype_New.thumb.jpg.27b6cc600c462158648e5c9f9d13be66.jpg

    Some of the hardest, but also most rewarding decisions in the project wеre who to keep from the original cast and who to sideline for potential future content, how to make these classic characters feel authentic and how to create new mercs that can stand on their own next to them. There is no single main character in Jagged Alliance, or rather each merc is a potential main character, so all of them should be worthy of this role!

    Other than the character and personality of the mercs we had to consider their mechanical representation as well. We didn't want to put our characters in a narrow box so a classless combat and character development system seemed most appropriate. Even if a particular merc advertises himself as a "Doctor" or "Explosives expert", they can develop in any direction and are not limited by a predefined combat role or an artificial "class".

    Beyond their raw mechanical stats (such as strength, marksmanship, leadership, etc.), mercs are further differentiated by various quirks and perks. Some of these are predefined for the particular merc (such as "psycho" or "claustrophobic") while others are gained as the merc levels up, allowing a degree of customization and specialization as the campaign progresses. We are itching to share more details, however this is a subject worthy of a separate "deep dive" DevDiary later on.

    AIM_Perks.thumb.jpg.3ebdf17d063775ea9581649792840cf1.jpg

    Since our characters are so important, we knew we wanted to get the voiceover and their voice responses as good and authentic as possible. The decision that every line in the game will be voiced was made at the start of the project, but the final recordings are always done closer to the end. After making a proof of concept test with recorded voices just for a few characters, we used a software solution to generate "proxy" voices just to be able to test the game and iterate quickly without recording voice overs at each cycle.

    Strategic Gameplay in an Open World

    "Grand Chien is a hellhole..." - this phrase quickly became a running joke in the dev team since these were the first words from a placeholder introduction we had in our developer build for a long time. The text itself is no longer in the game, but the country of Grand Chien is still very much there.

    Grand Chien is a fictional third world country, facing turmoil during the early 2000s. The time period and the setting itself were carefully crafted to convey a somewhat nostalgic "old action-movie" feel. This is reflected to a point in all aspects of the game, from the gameplay and visual style to the user interface. Beyond timeline considerations and tactical combat gameplay, we needed a world to accommodate the strategic and RPG elements in the game as well.

    Our satellite view map offers a bird's eye view on this world:

    SatView_01.thumb.jpg.b9e3b2cb9468ce07cea55f47e1f19084.jpg

    From here you manage the strategic aspect of the game - organize your mercs in squads, travel around, capture territory, clash with enemy patrols, and intercept convoys with valuables. Time is the most important resource here - even when idle, your mercs can be put to good use in special operations.  Healing wounds, repairing damaged equipment, organizing defenses, and scouting for valuable intel all take time, and since most of your mercs are operating on a contract, time is money!

    After a brief initial sequence, there is no imposed order in which we are expecting you to go through this vast satellite map. The world is meant to be open and not to railroad your experience in any way.

    Each sector in the Sat View map corresponds to a unique handcrafted map where both combat, area exploration and interactions with NPCs happen. A significant part of our gameplay takes place in non-combat situations and focuses on exploration, choice and conversations. Even though Jagged Alliance 3 is not a full-fledged RPG, our goal was to create a persistent world that responds to your actions and is changed by your decisions, much more than in the typical tactical game. This ties nicely with the individuality of our characters that we already talked about, allowing us to offer different content and opportunities depending on which mercs are in the current group.

    Conversation_01.thumb.jpg.65eb8c9fcb5c63f7d1a090897bc54c00.jpg

    In Conclusion

    To recap all of the information above, here are the pillars of Jagged Alliance 3, as our team sees them:

    • Deep turn-based combat that takes a realistic approach and allows a fine level of control
    • A large cast of quirky and unique mercenaries
    • Strategic gameplay on the satellite view map
    • A vast handcrafted open world to explore and shape with your decisions

    We hope this article answered some of your questions about our vision for Jagged Alliance 3 and planted the seeds for many future DevDiaries! What aspect of the game excites you and resonates with you the most? What would you like to read about next?

     

    Boian Spasov

    Lead Designer

    Combat_01_logo.jpg


    • Like 9
    • Thanks 1
    THQN Roger



    User Feedback

    Recommended Comments



    • Developers
    16 hours ago, Kordanor said:

    I'd like to pick up this point again. The new trailer had been released, and the same phenomenon is still visible as I described before: AT 2:51 you can see a shotgun attack, and if you go frame by frame, you can first see one single bullet coming out of it, showing the calculation and trajectory. Only then there is the shot with a animation of "fake bullets".

    Does this mean, that even the new trailer is showing an outdated engine?

    Hey Korandor,

    Glad you picked this up! The new trailer actually doesn't suffer from the problem we discussed before but there is a reason behind what you are observing.

    Different weapons and even ammo are more unique in JA3, hopefully more realistic as well. Specifically shotguns often have a close range "area attack" combined with their normal simulated attack, the idea behind this being that some kinds of shotgun ammo inflict practically guaranteed collateral damage at close range (unless there is an object that shields the target from the blast). This is also indicated by the cone you can observe while the attack is being set up. The collateral damage is much less than the damage from the simulated attack but can sometimes be useful to finish off an enemy or wound someone standing next to the intended target. On the other hand, an ally in the way makes things more complicated in this case, creating interesting gameplay situations and decisions.

    Different attacks may use one or many simulated bullets. If this was a assault rifle on autofire every individual bullet would've been simulated instead.

    More on this when we dissect combat in the next Dev Diaries!

    Edit: Funny how this is related with the discussion for missing at point blank range we had in the very same thread. In case of the shotgun blast shown on the trailer, you will usually deal some damage to close targets, but it will be much less than with an accurate attack.

    • Like 2
    Link to comment
    Share on other sites

    On 12/5/2022 at 8:37 AM, Haemimont_Boian said:

    One popular topic of discussion in the design team is "should you be able to miss with a firearm at point-blank range in a turn-based tactical game?" Currently this is possible in JA3, as it was in JA2, however you would be surprised how many people find it unrealistic due to their own expectations. What do you think?

    Based on my memory, I think this worked well in JA2. You could miss at point-blank range, but it was relatively rare even if you aimed at the lowest accuracy setting.

    I did a quick test in JA2 to try to judge what the average hit chance is in that scenario. I created this setup:

    • Early fight in the game; attacking first Drassen sector.
    • Fox positioned next to an enemy. Her accuracy is 69%. Using her starting G17 pistol.
    • I made sure to not get the "aiming at same opponent after one shot" to try to get the same accuracy for each shot.
    • I did modifications to the source code to show hit chance (the game calculates a hit chance based on many variables and factors with a percentage ending up between 1 and 99), and to make damage always be zero and gave her infinite AP to make the test go faster.
    • I kept doing shots with lowest aim level and hit chance was 68% -> 75% throughout the test (I forgot an obvious factor which is that her accuracy would go up the more I shot, so it didn't end up being static).

    Results:

    • 100 shots
    • 81 hits
    • 19 misses

    So, in that scenario, a weak character with a starting gun ended up having a practical hit chance of about 80%.

    By the way -- for anyone who's curious about how this all works -- because of how the bullet simulation works the practical hit chance is higher than the hit chance the game calculates (I wonder if that was one of the reasons they decided to keep it hidden from the player):

    • The game calculates the hit chance. Let's say it became 75%.
    • The game "rolls" a number between 1 and 99. If it rolls a number equal or lower than hit chance, it's a hit. If it's above, it's a miss. Let's say the game rolled a 80 (miss).
    • If we hit, the bullet trajectory will match perfectly where we're aiming. But the more we miss (aka, the difference between hit chance and the number rolled), the more the bullet trajectory angle will divert. But since the bullet path is fully simulated, a "miss" can actually turn into a hit if the shooter is close enough to the target and if the angle diversion is small enough.

    If you guys do end up with allowing misses at point-blank range, I hope you don't end up doing the same mistake as the nuXCOM games where it looks visually ridiculous. In those games, you'll see the soldier hold up a gun literally on an alien when you're right next to one, which makes the firing animation when missing just look absurd.

    One thing I enjoyed about JA2 is that what you see visually matches up what's happening. You can very clearly see the paths bullets take. That's something that bugged me about the nuXCOM game where the bullets you saw visually were just pure cosmetics.

    Edited by FluffyQuack
    • Like 4
    Link to comment
    Share on other sites

    @FluffyQuack: Wow nice detailed description. I am totally with you when we talk about the new XCOM games. There the weapons and bullets have no weight. The impact of the bullets is fake and I really dont like that.

     

    They just go through the bodies but they must hit them directly while the bullets fly realistically through the air. You must also see the wounds and blood on the body while the enemy is pushed back.

     

    In JA2 you could really see the path the bullets took and they also hit realistically objects behind the enemy. They never flew in a straight line. That felt just so satisfying. The sound design where you could hear every bullet hit the different objects in the area was also outstanding.

    Link to comment
    Share on other sites

    8 hours ago, WILDFIRE said:

    @FluffyQuack: Wow nice detailed description. I am totally with you when we talk about the new XCOM games. There the weapons and bullets have no weight. The impact of the bullets is fake and I really dont like that.

     

    They just go through the bodies but they must hit them directly while the bullets fly realistically through the air. You must also see the wounds and blood on the body while the enemy is pushed back.

     

    In JA2 you could really see the path the bullets took and they also hit realistically objects behind the enemy. They never flew in a straight line. That felt just so satisfying. The sound design where you could hear every bullet hit the different objects in the area was also outstanding.

    Yeah, I think they did a great job in general with implementing the gunplay in JA2. One thing I really appreciated about JA2 (and it's something I like about the old X-Com games as well), is that the collision used for bullets and grenade matches extremely closely to what you see visually in the graphics, and you get to see clearly the exact paths the bullets take. So, if you miss something due to it hitting something in the environment, it's super apparent.

    I also like how critical hits are handled in a natural and intuitive way. Most RPGs and turn-based games handle it as an arbitrary percentage chance. In JA2, it's straightforward: if you hit them in the head that's extra damage. Which means you get to see visually that it was a critical hit, while in most games you'd just see certain damage numbers be higher for no apparent reason.

    I've spent a lot of time reading through JA2's source code and I think that's given me even more respect for the game. The function for calculating hit chance is a bit of a monster, but every factor influencing hit chance makes sense and it all looks like something they put a lot of thought into.

    On the flipside, the more I read about how nuXCOM handles things under the hood, the less respect I have for it. For instance, what you see visually with the environment doesn't match the collision used for bullets at all. Or how the game adds or subtracts a massive bonus to accuracy based on difficulty but it's never shown to the player.

    Edited by FluffyQuack
    • Like 3
    Link to comment
    Share on other sites

    On 1/19/2023 at 3:04 PM, Kordanor said:

    I'd like to pick up this point again. The new trailer had been released, and the same phenomenon is still visible as I described before: AT 2:51 you can see a shotgun attack, and if you go frame by frame, you can first see one single bullet coming out of it, showing the calculation and trajectory. Only then there is the shot with a animation of "fake bullets".

    Does this mean, that even the new trailer is showing an outdated engine?

    That is an important issue regarding buckshot rounds. It is vital that each pellet is calculated as an individual shot. While any one pellet has the potential to kill, individual pellets are weak and the effectiveness of buckshot is when several or all of the pellets hit. If the buckshot is cosmetic and kind of works like a slug, then that would seriously diminish the character and versatility of a shotgun.

    If the shotgun is implemented correctly, it can remain a useful weapon for the entirety of the game. The variety of ammo for shotguns is what keeps its relevance, even today. Also, hopefully, as the game progresses, not every enemy you face will automatically be wearing body armour. That will keep buckshot relevant, even if you are tempted to only carry slugs (and specialist rounds, like door breaching rounds).

    • Like 1
    Link to comment
    Share on other sites

    Battles in JA2 always felt tense, from the beginning of the game, right through to the finale. The environment could look pretty torn up by the end. When the battle was over and the game switched back into real-time, you could look back to certain areas of the battlefield and remember how certain game turns produced a real firefight that could have gone either way for both sides. The bullet calculations definitely proved the necessity for utilising cover and going prone.

    • Like 1
    Link to comment
    Share on other sites

    Dear Developers! Its awesome to see there will be a real JA3!!!! I mean there were some "JA" titels in between, that were not bad I must say..but i can't wait for it. 

    I am writing this cause of the following: 

    1. Please pack in an insane amount of different weapons, utility items, ammo types to use and to equip. Don't forget mustard gas and stuff please. (Ok forget it...you cannot include ENOUGH weapons...but will be modded maybe xD)

    2. Please dont forget about treasures!! in JA1 there were hidden items everywhere you could dig out. That was so amazing as the world became something to discover. (dont forget to put crazy weapons and stuff in those treasures...;)

    Ok the rest I think you will have on your radar anyway. Alright where do I buy?

     

    Cheers,

    A fan.

    • Like 1
    Link to comment
    Share on other sites

    1 hour ago, Wigen said:

    Used auto-translate to read the article.

    Interesting (and nice) to read that the environment effects different aspects of the game.

    Other than that not much new info. But the writer seems to like what he played.

    Link to comment
    Share on other sites

    23 hours ago, Hendrix said:

    Used auto-translate to read the article.

    Interesting (and nice) to read that the environment effects different aspects of the game.

    Other than that not much new info. But the writer seems to like what he played.

    It can be only someone who is 1 of the JA3 crew, otherwise how he would be able to play the beta game you know.

    Link to comment
    Share on other sites

    3 hours ago, LoboNocturno said:

    It can be only someone who is 1 of the JA3 crew, otherwise how he would be able to play the beta game you know.

    Um, if its a journalist it's because he was given access. Lots of journalists are given access before release to increase hype.

    • Like 2
    Link to comment
    Share on other sites

    54 minutes ago, anon474 said:

    Um, if its a journalist it's because he was given access. Lots of journalists are given access before release to increase hype.

    Yea possibly.

    Link to comment
    Share on other sites



×
×
  • Create New...