I haven't really followed all the community additions to the story line/plot. But I sure think it's awesome there's so much creativity and initiative here.
Again I think it would be awesome if we were to create a current gen base on which we can create lots and lots o' Battlzone.
I understand there is some skepticism about creating Battlezone 3, perhaps it's wouldn't be very fruitful to create it with so many great mod already made or in development that could also be considered Battlezone 3.
So I though it might be better to ditch that idea and go for something that might be more interesting for all of us:
The core would mostly consist out of extending the vehicle API to incorporate the unique Battlezone vehicle handling physics. Most popular current platforms already have API's for wheel driven, track driven, and hover vehicles. Modifying it so that the hovering is authentic to that of the Bz tanks would be the core challenge. Second challenge would be to create generic terrain palettes (set of assets such as rocks or terrain features) that would give modders and mappers a powerful way to create very nice, realistic and detailed terrain. Third challenge would then be to program a versatile base building/unit creation API that's easy to modify and extend. However that would be all much further down the development schedule.
This would enable us to create high end content for it. If we develop it so that it's very open, well documented and modifiable, that would give the community much more power and possibilities.
After that I'm sure the community will pretty much take care of the rest Mods, SP, IA maps, we could take it anywhere we'd want. Reworking the old Battlezone and Battlezone 2, could be.
I've done some more research and I'm ready to approach some other developers to join me. Through my experience with mod building learned it's better to get something out quick and release often, to keep the effort and the support for it alive, and make the development a little more transparent/open. For now I'm thinking of just a 'proof of concept'. 1 vehicle, 1 slap of terrain, 1 weapon. That already implies a quite large amount of work. Think it would be best to just try to manage that first, and listen to feedback. If you'd like to join the effort PM me.
Again I think it would be awesome if we were to create a current gen base on which we can create lots and lots o' Battlzone.
I understand there is some skepticism about creating Battlezone 3, perhaps it's wouldn't be very fruitful to create it with so many great mod already made or in development that could also be considered Battlezone 3.
So I though it might be better to ditch that idea and go for something that might be more interesting for all of us:
The core would mostly consist out of extending the vehicle API to incorporate the unique Battlezone vehicle handling physics. Most popular current platforms already have API's for wheel driven, track driven, and hover vehicles. Modifying it so that the hovering is authentic to that of the Bz tanks would be the core challenge. Second challenge would be to create generic terrain palettes (set of assets such as rocks or terrain features) that would give modders and mappers a powerful way to create very nice, realistic and detailed terrain. Third challenge would then be to program a versatile base building/unit creation API that's easy to modify and extend. However that would be all much further down the development schedule.
This would enable us to create high end content for it. If we develop it so that it's very open, well documented and modifiable, that would give the community much more power and possibilities.
After that I'm sure the community will pretty much take care of the rest Mods, SP, IA maps, we could take it anywhere we'd want. Reworking the old Battlezone and Battlezone 2, could be.
I've done some more research and I'm ready to approach some other developers to join me. Through my experience with mod building learned it's better to get something out quick and release often, to keep the effort and the support for it alive, and make the development a little more transparent/open. For now I'm thinking of just a 'proof of concept'. 1 vehicle, 1 slap of terrain, 1 weapon. That already implies a quite large amount of work. Think it would be best to just try to manage that first, and listen to feedback. If you'd like to join the effort PM me.