Ham and Jam is a teamplay orientated, first person WW2 multiplayer game centred around the British and Commonwealth campaigns from 1939-45. Historically accurate missions coupled with careful balance between realistic and enjoyable gameplay makes Ham and Jam a unique experience. Ham and Jam started out as an idea between it's two main developers as an alternative to the tired old "U.S./Russia vs. Germany, post June 6th 1944" formulae WW2 games seem to use. Fed-up with everything prior to D-Day being ignored, the North West Europe theatre and the lack of British, Commonwealth and Free Forces they decided to do something about it. The goal was clear, to make a WW2 mod that featured all the missing bits of WW2 history, portray it in a historically accurate way but without detracting from the fun or playability by overdoing realism. In short the kind of game they and their friends would like to play. The name comes from the original code words for the capture of the Pegasus/Orne bridges
June has been a busy month; those at Univeristy had their final assignments and exams to do. The people at High School had the same and some countries are just starting there exams at the end of the month now. That said we've been busy squeezing content out! Theres ten new images uploaded in the
Posted by ginger_lord on Jun 28th, 2006
June has been a busy month; those at Univeristy had their final assignments and exams to do. The people at High School had the same and some countries are just starting there exams at the end of the month now.
That said we've been busy squeezing content out! Theres ten new images uploaded in the media pages.
On the map front Surgeon has been busy with Afrika adding stuff and following our playtest, we've given him some extra stuff to put into it which will really help the map, both visually and gameplay wise. It's gonna be a cracker. I've been busy with Radar and Pegasus, Radar has had a facelift and you can check that out in the Media pages, the Flakvierling models are being skinned so I don't want to show you their emplacements yet but they are pretty good (or will be!). Pegasus has been redesigned from scratch, it's now a much more accurate layout thanks to Jed scouring every last piece of paper for intel, he's come up trumps and dug out whats possibly every single photo of the area both pre war, in the war and post war as well as numerous offical maps and sketches as well as French Resistance reports.
Model wise I can now say that every view model for the first release has been modelled and is now either being animated or skinned. In the props department things are going well, KominAaa is still on his conquest to model every single door and window in Normandy and we've also got our first tank ingame (don't worry, it's not driveable)by FunkyFarles and it has 3 skins to go with it. Check it out, it's peeking in in one of the map images
On the other fronts coding progress has been quite slow, we've hit the big complicated stuff to do now and it's taking time to get right. It's the stuff you can't rush as it's the core of the game and if it don't work, things go bad. Very Bad. On a lighter note we've also got some new "visual" stuff in such as gun smoke, you may have seen in The Battlegrounds 2 mod how their muskets fire off smoke, we've got a similar system to that now. Obviously not as much but it's subtle enough to add immersion as a Mg34 blasts away kicking up dirt and blasting smoke out. Jed also stumbled across some code that has resulted in our player models blinking and lip syncing to voice commands. It's quite frankly awesome to be next to someone firing, looking over and see them blink then scream "Los Los Los!" We might have a video of it for you soon.
Well that turned out longer than I expected, as always if you think you can help us, check out what we need and send us an e-mail via the contact page and we'll get back to you.
Check out the new images @ Hamandjam.org