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View Full Version : Red Pill screenshots #8: Choose your weapons


Sunburn
08-05-10, 12:50 PM
The August update from the Red Pill development team introduces the enhanced weapon management features recently added.

Deferred weapon allocation, smart AI-driven weapon choice, reload priority overrides - read on how Red Pill helps you make the most of your arsenal: http://www.warfaresims.com/?p=1228

Gorshkov
08-07-10, 06:07 AM
Give us a proof all these screenshot's saga is not made in Photoshop or Paint! Where is Red Pill demo??? Casual players also should have possibility to check out this game features and possible bugs to find out if it is worth buying. I think B-1B nuclear strike on Kola Peninsula scenario is especially worth testing because it does not look realistic.

Sunburn
08-07-10, 06:15 AM
Oh ye of little faith.

As we have repeatedly stated, we plan on releasing at least one public beta.

And as previously mentioned, the majority of those who voted so far prefer that we take our time and don't rush the release. (http://www.warfaresims.com/forum/viewtopic.php?f=50&t=6255)

You are of course welcome to join in, cast your vote and voice your opinion.

Gorshkov
08-08-10, 04:11 PM
Have only fifty guys voted in a half of year? It is pretty huge statistical base to wind up unerring conclusions...how many Red Pill copes do you want to sell? :rotfl2:

Sunburn
08-09-10, 10:10 AM
Ah, a troll. Nevermind then.

Gorshkov
08-09-10, 04:02 PM
Nope, only a trollish forum vote. :haha:

FERdeBOER
08-25-10, 12:13 PM
You guys are doing an amazing job. :up:

Keep up the good job and you will see that your efforts will have reward :yep:

Sunburn
08-25-10, 12:15 PM
Thanks for the kind words. We'll do our best to exceed expectations.

CCIP
08-25-10, 04:50 PM
Whoa there Gorshkov, whence all this vitriol? I thought we ought to be celebrating small developers aiming for such detailed and broad-based games. And indeed all the previews so far have been super-promising. More than anything, it looks like a fantastic tool for users to make and share any sort of missions, real or fictional, that they can dream up.

As for the developments, honestly, if you can conceptualize and "photoshop" such a consistent set of features, then you're already about 2/3 of the way to having them in a game. It's not THAT difficult to translate a feature into code when you know exactly what you want it to do - that's what competent programmers do. Then comes the hard part, testing to make sure they actually work as intended and fit into the rest of the game, and I can definitely say I appreciate that the Red Pill is taking the long road with that. I'm not surprised they sought out the community's support in the decision to take that long road, and frankly a forum about niche game where 50 people are active and willing to vote is a pretty significant number by internet standards.

Anyway, there goes my unsolicited defense. Back to lurking about every time a new update of this surfaces :)