Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.
Here a little showcase why it was so silent here the last month... Doing the a new Menu and a complete new Designed Campaignselector with the Features of Operation Clearing (OPCL).
Basically you can choose out of different Campaigns, each Campaign can hold as much Maps as i or the Leveldesigner like to have.
Get Transported to a Campaign needs some Money, which Player have to earn.
For this you can do some small Mini-maps with some work to do, or by Regular Playing a Campaign, where you get Money for shooting down Enemies or doing Side-Missions.
Than we have additionally the new Airdrop-Care Package. Because bringing you to your Missionzones is very Tricky (you know, Zoll, Police, unregistered Aircrafts & Boats...), you can't take your needed Weapons with you. For that, you get offered a Service called Airdrop Care-Package, basically a Aircraft will drop a Parachuted crate with your preselected Weapons, as long you are outside and have given a Signal for.
Than you have to wait and secure the Area until your Package arrives.
The Video Shows Basically how Player go from Campaign Menu to Ruslan's weaponstore in the Harbour, bought some Stuff, deponized that in a Warehouse and Leave the Harbour.
Back in Campaign Menu Player can now see a Crate, by clicking on it, it will show a list with the Stuff which Player have bought.
Also i show the new Menu with Option Pages and how they now look and feel. It was
a complete recode of the Menu, the best thing, beside the Design and the tooltips, is the fantastic Speed which now the Menu reacts and how fast you can go from Game to Menu, it's now done within milliseconds, or, to be precise: i simply switch on Widgets over the Running Game.
Menustuff which usually take some time to load will be done in background and precatched, so you have now always extreme responsibility.
The complete Menu is now parted in Campaign and in the MainMenu: if you play the campaign, you can't leave to Mainmenu without giving up your running Game.
I also added Keysupport for all the Dialogue-Boxes, so you can deny or allow interactions with key's like Esc, Space, Return/Enter.
Still Reading Here? Thank you for your interest :)
Great work kai, is fun how you buy weapons with the money rain. The amount of detail is amazing, only for this demo is a hell of script for sure.
Thank you man :)
Nah, it's not only for the demo, the complete Campaign and money infrastructure was really needed but i never thought that this would be so extrem much work and timeconsuming, but it was worth it. also the complete options redesign was a must, so its possible to take full advantage of the devkid system with explanations of all things.
i was all the years afraid doing this, but now its ******* done :D
basically you see here in the video the complete finished game, all campaign grafix are real taken from the selected campaign-maps and really playable (more or less)
but i fear in the first release will be only the first campaign and maybe one or two grind maps availible, plus russlans weaponstore ofcourse :)
This is shaping to be something really special, I like it!
Yes Sir, Blue Sir :)
Currently Shaping the Ingame Airdrop UI dialogeboxes...