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
Sorry for the super long wait between news updates, it's just been real hectic over here at Ham and Jam. Lots of changes with the team members lives has left precious little time to spend working on the mod, but fear not as we're still pumping out work even if this update shows little of it unfortunately. It's true what they say, the final 10% of any project is the hardest 10% and we've certainly hit that here at Ham and Jam. There is no doubt we are in the final phase of production before rele
Posted by ginger_lord on Sep 11th, 2009
Two things are certain:
1) The bulk of the work on the mod is done, what's left is minor...but a lot of minor stuff makes a major stepping stone.
2) We have come too far to let anything stop us now.
Work on the mod toils on through the long Summer nights here at Ham and Jam and slowly but surely we're getting there. Every day more and more bugs are quashed and more and more features are added. The stuff left to do is trivial compared to the rest, yet without it the mod feels incomplete and unreleasable.
To help us through these long nights we really do need some extra team members, without them everything takes ten times as long as it should. If you're one of the below then please get in contact:
No joke, if we had one of each of the above, giving us 4 hours work a week we wouldn't be sat here talking what if's, we'd be slugging it out ingame! The one thing thats holding us back is the lack of weapon textures. If we had a reliable guy doing them we'd hazard a guess that within 2 months we'd all be playing.
Without your help this last 10 percent could drag on much longer than needs be. We've had many people promise us work but many fail to deliver. At time's we think we're cursed! We will bring on Person X to do job X and Y, and within a day/week/month their hard-drive dies/they break their arms/lose their job/move house/vanish without reason.
It's a shame and without the above incidents (all are allegedly true..) we would be almost certainly released and be sharing the mod with you. The only plus sides to this slow down in development is certain area's have managed to get really polished, such as the maps destined for release day and even the ones for the next update after that. Code wise SteveUK has also managed to jump on the time waiting for the visuals to be done and crank hard on getting us on the Orange Box engine. Whilst we may not release on it (EP1 is the current plan) the interval between engine updates should be substantially shorter.
Lastly I leave you with a short video, shot sometime ago and has been floating on YouTube for sneaky people to find. It documents one life of a player on Pegasus from spawn to death. There's bugs and errors in it naturally, but hopefully it shows you an insight into the level and I promise the next video won't be in the dark!