What are the guiding principles in the development of PR?

General discussion of the Project Reality: BF2 modification.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

What are the guiding principles in the development of PR?

Post by Rudd »

Project Reality mod for Battlefield 2 - Mod DB
Welcome to "Project Reality" , a free to download game modification for the Battlefield 2 (aka BF2) retail Windows game. The focus of this mod is to rework the original game engine developed by Digital Illusions of Sweden (Dice) within legal and feasible constraints to create a more realistic combat environment for the gaming community. This includes adjusting various game play elements including physics, visual effects and overall game play formats. Along with changes to how the game handles, the Project Reality team has been introducing British and Insurgent factions, plus a number of community assisted factions are currently in the works to introduce Canadian, Russian and IDF forces to the virtual battlefields. This Mod is not be for the masses, due to the fact that it has a much higher learning curve then your classic arcade game. This is the real deal.

The Project Reality team comprises a group of dedicated individuals, several of whom have backgrounds in armed services and whose sole task is to provide researched material, including statistical information, to the developers. These are in turn tasked with coding and creating the mod itself. If you are looking for a fact based first person shooter from the perspective of a combat soldier, you need not look any further.

The Mod is currently in its eighth incarnation, Project Reality 0.8. In its earliest forms, the Project Reality Mini-Mod (PRMM) series began as a platform to experiment with certain realism changes and analyze their impact on game play with the BF2 engine. As the changes have progressed into tried and tested features, it has become a product with a frequent release schedule which provides the gaming community with ever increasing material on the battlefield whilst improving on the realistic gaming necessary to satisfy their needs.

The ultimate goal continues to be the path to develop and release Project Reality v1.0, a stable and completed Mod build which will be a markedly increased step up from the Project Reality Mini-Mod beginnings. This will include a complete British faction, including all of their various soldier classes, weaponry, vehicles and assets, as well as additional factions created by the community with help from the core PR developers.
The mod has waxed and waned over the course of its life, some of us have seen all of this, some have seen some and some are new to the mod and all will have differnet perspectives and slightly different desires.

And in the same way, the Mod has evolved. For example, the early mod saw accuracy to the level of a tie fighter's lazor, .8 brough deviation that almost everyone baulked at, .85 then brought a balanced approach.

But what are the principles that brought the mod, to that point?


"Gameplay and realism" are very broad terms.

For example one might argue that aircraft that are difficult to fly are not necessarily realistic just because they are difficult.

The eternal arguement between what should be a spawn point and what shouldn't is the same as asking how much lube is required to facilitate gameplay.

So are there any specific principles that are written in stone that people know of or DEVs can enlighten us with?

A few that I've picked up over time on these forums is:

"if they don't use it IRL they don't use it ingame"
that was smashed in the face though by the Littlebirds on USMC maps :D

I think the kit balancing gives the impression that the principle of "no kit can do every job" is alive and well in the development of PR.

gameplay and realism are very broad terms as I said, lets see if we can get more details.
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Feenan.
Posts: 108
Joined: 2008-04-16 15:40

Re: What are the guiding principles in the development of PR?

Post by Feenan. »

The most obvious one would be teamwork, thats always been the ethos in PR from my experience. Everything in the game is carefully set up so you have to interact with your team in order to use it effectively.

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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: What are the guiding principles in the development of PR?

Post by Alex6714 »

Except teamwork is a very broad thing too.

Needing 5 people to control an insurgent bike would be "teamwork" in a sense, but wouldn´t actually achieve anything good.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: What are the guiding principles in the development of PR?

Post by IronTaxi »

hmmm..

I would say some of our driving principles might be

-Innovation to the limits of the engine, (and sometimes beyond...sorry laggers)

-Build the mod "we" want to play. Not neccesairly the mod "the masses" want to play.

-Find ways to keep the process enjoyable.
MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Re: What are the guiding principles in the development of PR?

Post by MadTommy »

pfft Rudd.. got a picture.. too many words for my simple brain!
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