Project Normandy Update

Project Reality announcements and development highlights.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: Project Normandy Update

Post by Arc_Shielder »

We do this because we want to have the PR core gameplay in a WWII setting. You can't find this anywhere else like lucky.boy very well stated.

It's strange how other modern warfare games don't itch you as much. Some people like WWII games, others don't. Leave it at that.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy Update

Post by Pvt.LHeureux »

richyrich55 wrote:The difference with regular PR is that new factions, weapons, vehicles, and maps keep being added that we haven't played or seen before and it slowly progresses into the future, yet the WW2 mod and other WW2 games keep revisiting the same places and points in time with the same weapons, same guns, vehicles, etc, that have already been used in literally hundreds of other games. Why should we keep putting resources toward a WW2 mod that's just going to go to the same places we've already been and use the same assets? It's illogical, and I think more resources should be dedicated to the main mod and the Arma3 mod instead of making more factions or "fronts" and other **** for an absurdly overplayed genre.
Same could be said about PR:V then. The thing here is that we have the occasion of putting PR's awesome gameplay in a WW2 setting.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Tapolad
Posts: 15
Joined: 2013-10-16 04:11

Re: Project Normandy Update

Post by Tapolad »

Sounds awesome , i'm sure it'll worth the wait. :D
titsmcgee852
Posts: 316
Joined: 2012-10-06 00:37

Re: Project Normandy Update

Post by titsmcgee852 »

richyrich55 wrote:The difference with regular PR is that new factions, weapons, vehicles, and maps keep being added that we haven't played or seen before and it slowly progresses into the future, yet the WW2 mod and other WW2 games keep revisiting the same places and points in time with the same weapons, same guns, vehicles, etc, that have already been used in literally hundreds of other games. Why should we keep putting resources toward a WW2 mod that's just going to go to the same places we've already been and use the same assets? It's illogical, and I think more resources should be dedicated to the main mod and the Arma3 mod instead of making more factions or "fronts" and other **** for an absurdly overplayed genre.
Yeah you don't have to play it if you don't want so be quiet. These people are seperate to the core PR:BF2/ARMA team, if they wanted to work on core bf2/arma III they would, but they don't.
curahee150
Posts: 187
Joined: 2013-07-11 16:14

Re: Project Normandy Update

Post by curahee150 »

any chance a partisan faction might be added in as kind of blufor insurgents against the Germans?
titsmcgee852
Posts: 316
Joined: 2012-10-06 00:37

Re: Project Normandy Update

Post by titsmcgee852 »

curahee150 wrote:any chance a partisan faction might be added in as kind of blufor insurgents against the Germans?
That's a really interesting idea.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy Update

Post by Pvt.LHeureux »

We thought about it and it's something that could be possible in the future.

Though, another scenario we're more interested in is Allies having to destroy Germans Flak cannons and other objectives/equipement.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
KareemSharrock
Posts: 9
Joined: 2013-10-10 06:36

Re: Project Normandy Update

Post by KareemSharrock »

thats a great work done here, i appreciated the effort you took for this sort of thing,....
wilko987
Posts: 26
Joined: 2012-09-13 18:26

Re: Project Normandy Update

Post by wilko987 »

Eastern Front, woop woop, T-34 and red stars! Keep up the good work, team!
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Project Normandy Update

Post by DesmoLocke »

I've always said that personally I would enjoy Forgotten Hope 2 more if it had PR gameplay. I'm looking forward to this.
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PR player since 0.5 (Feb 2007)

carmikaze
Posts: 1038
Joined: 2013-01-25 15:36

Re: Project Normandy Update

Post by carmikaze »

I just can't wait for this.

The whole experience in PR:WW2 is something completely different and unique (just ironsights, the general feeling of playing a soldier in the WW2 era, the large scale assaults/defenses etc.) and with the new effects and sounds it will be just epic.

I hate to say that, but PR 1.0 without Normandy/WW2 is a bit incomplete. After playing a normal round of PR 1.0, i often feel the urge of playing WW2, but then realize it isn't there yet :(

It needs to come out naow :razz:
Last edited by carmikaze on 2013-10-20 19:04, edited 1 time in total.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Project Normandy Update

Post by lucky.BOY »

Exporting some hedghog clusters to help with draw calls on Omaha :)

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It will be loooong way to that sea wall ;-)
camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: Project Normandy Update

Post by camo »

carmikaze wrote:I just can't wait for this.

The whole experience in PR:WW2 is something completely different and unique (just ironsights, the general feeling of playing a soldier in the WW2 era, the large scale assaults/defenses etc.) and with the new effects and sounds it will be just epic.

I hate to say that, but PR 1.0 without Normandy/WW2 is a bit incomplete. After playing a normal round of PR 1.0, i often feel the urge of playing WW2, but then realize it isn't there yet :(

It needs to come out naow :razz:
Yeah i agree, i need my fix of PR:N. I keep accidentally almost suggesting brecourt or overlord in map votes.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Project Normandy Update

Post by Rabbit »

Yeah don't worry guys, several team members are busting *** to get this done.

Lucky is making models, going through other models making sure they are up to standard (quite a few are missing lods or have bad lods, so he has to redo them) touching up community models etc.

Arc is mapping, managing the team, constantly looking for content and new team members, bumping afk members, and making sure I work.

AD is doing his coding thing a a few things, team management plus a few other projects that will be shown off when the time is right.

The update wont be for awhile still, but when it comes, it will be a big overhaul, and well worth the patience.
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AfSoccer "I just don't see the natural talent."
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Post by Mineral »

Pr2 is a different team. There isn't many people working on prbf2 and pr2 at the same time. And normandy/prww2 is mostly made by community modders. Just like a Comfac really.
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Debbl_GER
Posts: 4
Joined: 2013-11-02 18:54

Re: Project Normandy Update

Post by Debbl_GER »

Seems very good. I want to play it now! But how many Maps are in this?
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Project Normandy Update

Post by Rabbit »

Debbl_GER wrote:Seems very good. I want to play it now! But how many Maps are in this?
Depends when we release. Currently the ones pretty locked in are brecourt and road to saint lo, which will both be coming back. New levels are Carentan and Omaha Beach. We do hope to add a few more levels though.
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AfSoccer "I just don't see the natural talent."
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Squirrel[STF]
Posts: 121
Joined: 2012-11-26 16:49

Re: Project Normandy Update

Post by Squirrel[STF] »

I'm soo glad the WW2 mod is coming back in style. This is what was needed all along :')

"Holy, Holy, What a heavenly way to mod

Holy, Holy, What a heavenly way to mod

Holy, Holy, What a heavenly way to mod

Squirrel's gonna jump some more!"
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