Welcome to Close Combat Series
  Login or Register Home  ·  Downloads  ·  Forums  ·  Combat Camera  ·  Help  

  Survey
Do incapacitations count as a soldier's kills?

Yes
No



Results
Polls

Votes 255
Comments: 0

  Shout Box!!

Only registered users can shout. Please login or create an account.

  Main Menu
Articles & News  
    Help
    Player`s News
    Site News
    Multiplayer
    Terrain Challenge
    Boot Camp
Community  
    Forums
    Downloads
    Combat Camera
    MOOXE @ Youtube
    Statistics
Members  
    Private Messages
    Your Account
    Logout

  Donations
Anonymous - $25.00
12/18/2021

Anonymous - $100.00
11/08/2021

Anonymous - $15.00
04/09/2021

Anonymous - $100.00
04/05/2021

Anonymous - $20.00
02/20/2021

Anonymous - $10.00
12/29/2020

Anonymous - $1.00
11/06/2020

ZAPPI4 - $20.00
10/10/2020

ZAPPI4 - $20.00
10/10/2020

__Creeper__ - $10.00
07/08/2020

Find our site useful? Make a small donation to show your support.



Search for at
Close Combat Series Advanced Search


 Author
Message
 

This project can interest you ?
Yes
83%
 83%  [ 15 ]
No
0%
 0%  [ 0 ]
Yes and i can participate !
16%
 16%  [ 3 ]
Total Votes : 18

bux

Rep: 42.4
votes: 2


PostPosted: Tue Dec 19, 2017 11:04 am Post subject: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Hello, I would like to present this project on this forum because I think it may be of interest to Close Combat players.

I love Close Combat and it's gameplay. I would like to play more game like it. I started this project to give me an idea of what it might mean to build one.  Obviously my intention is not to compete  Close Combat (CC is so big and irreplaceable  Razz) but to add a game in its gameplay category.

OpenCombat must be:

- Close Combat gameplay based
- Open source and free [1]
- Hightly customizeable/extendable (we love mods and tweaks)

It is a big project so it must be a collaborative project. I hope this project can motivate some players/developpers/modders Smile I don't know yet if people would be interested, I'm actually just taking the temperature.

I already done a proof of concept with:

- Tiled map rendering with background, interiors, terrain (grass, wall, etc)
- Unit movement (walk, run, crawl)
- Unit vision (with obstacles):



There is some images:

Unit crawling


Unit running


Unit firing


(The background image is copied from CC for illustrate)

The map edition is based on TMX map format [2] editable with Tiled software:



With a background image:



An interior image:



Some layers like terrain type (tiles are 8x8px):



Interior zones:



Used technologies are:
- Python [3] for main dev language: because it is simple and powerfull. Good choice for collaborative project.
- Cocos2d for 2d rendering [4]
- TMX format for maps [2]
- Synergine2 [5] a hand made framework for subjects interractions and computing parralelisation.

There is a lot of things to do for be able to have a playable game, for example:

Gui:
- Unit graphism/animations
- Map grahism
- Sounds
- Explosions graphism/animations
- ...

Game:
- Various units
- Unit morale/Xp/...
- Weapons and munitions
- Unit behavior (linked to morale/XP/...)
- Opponent AI
- Multiplayer
- Strategic map
- ...

If you would like to receive news about the project (if it materializes) you can subscribe to this google group: https://groups.google.com/forum/#!forum/opencombat-news

So, interrested ?

[1] https://en.wikipedia.org/wiki/Free_software
[2] http://doc.mapeditor.org/en/latest/reference/tmx-map-format/
[3] https://en.wikipedia.org/wiki/Python_(programming_language)
[4] https://en.wikipedia.org/wiki/Cocos2d
[5] https://github.com/buxx/synergine2



visibility.gif
 Description:
Unit visibility
 Filesize:  718.7 KB
 Viewed:  8982 Time(s)

visibility.gif



interior.png
 Description:
Interior layer
 Filesize:  427.54 KB
 Viewed:  8982 Time(s)

interior.png



terrain.png
 Description:
Terrain layer
 Filesize:  404.85 KB
 Viewed:  8982 Time(s)

terrain.png



tiled.png
 Description:
Tiled map editor
 Filesize:  513.01 KB
 Viewed:  8982 Time(s)

tiled.png



background_interiors.png
 Description:
interior (edited from CC image)
 Filesize:  405.77 KB
 Viewed:  8982 Time(s)

background_interiors.png



background.png
 Description:
background (copied from CC)
 Filesize:  462.45 KB
 Viewed:  8982 Time(s)

background.png



interior.gif
 Description:
Interior
 Filesize:  107.6 KB
 Viewed:  8982 Time(s)

interior.gif



run.gif
 Description:
Unit running
 Filesize:  39.5 KB
 Viewed:  8982 Time(s)

run.gif



fire.gif
 Description:
Unit firing
 Filesize:  154.39 KB
 Viewed:  8982 Time(s)

fire.gif



crawl.gif
 Description:
unit crawling
 Filesize:  95.43 KB
 Viewed:  8982 Time(s)

crawl.gif


Back to top
View user's profile Send private message
 
mick_xe5

Rep: 19.4
votes: 5


PostPosted: Thu Dec 21, 2017 10:57 am Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Very impressive proof of concept. More developed than CC: Red Phoenix was after the entire Atomic 2.0 studio spent a year on that project. You might also want to look at Sean O'Connor's Firefight which had procedurally generated maps..

Personally I'd like to see greater emphasis on suppression as the key combat factor (go girly soldiers!) and force morale levels that could be defined in the scenario file.
Back to top
View user's profile Send private message
 
bux

Rep: 42.4
votes: 2


PostPosted: Sun Dec 31, 2017 3:52 pm Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Hello,

Thank you for your comment. I didn't knew CC: Red Phoenix. My proof of concept is very limited but i think it is possible to develop in few years.

I'm interested in your opinions about gameplay / game configuration ! In few days/weeks i will publish a plan of dévelopment. All aids will be accepted Smile
Back to top
View user's profile Send private message
 
bux

Rep: 42.4
votes: 2


PostPosted: Fri Feb 09, 2018 7:44 pm Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Hello !

There is some news: Some of code has been stabilized and a new feature has come: firing animation. Firing animation is built with merge of soldier images in different positions and a firing weapon image. Same process is applied for non firing image. For example, these images are used:



for the result (note: there is a soldier rotation bug, i'm fixing it):



My actual work is to permit a tank rotation (for move) and turret rotation (to fire).



ezgif-3-20ab2e6ce8.gif
 Description:
result
 Filesize:  739.17 KB
 Viewed:  8713 Time(s)

ezgif-3-20ab2e6ce8.gif



man_c1_weap1_firing3.png
 Description:
firing 3
 Filesize:  266 Bytes
 Viewed:  8713 Time(s)

man_c1_weap1_firing3.png



man_c1_weap1_firing2.png
 Description:
firing 2
 Filesize:  245 Bytes
 Viewed:  8713 Time(s)

man_c1_weap1_firing2.png



man_c1_weap1_firing1.png
 Description:
firing 1
 Filesize:  218 Bytes
 Viewed:  8713 Time(s)

man_c1_weap1_firing1.png



man_c1.png
 Description:
crawling image
 Filesize:  412 Bytes
 Viewed:  8713 Time(s)

man_c1.png


Back to top
View user's profile Send private message
 
bux

Rep: 42.4
votes: 2


PostPosted: Mon Dec 03, 2018 11:41 am Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Hello,

I done a little video of game development progression: https://www.youtube.com/watch?v=-CVDx8dF93Q
[youtube]https://www.youtube.com/watch?v=-CVDx8dF93Q[/youtube]
 
All feed back appreciated !
Back to top
View user's profile Send private message
 
southern_land

Rep: 148.6
votes: 14


PostPosted: Tue Dec 04, 2018 6:34 am Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

looks interesting
Back to top
View user's profile Send private message Send e-mail
 
0202243

Rep: 57.5


PostPosted: Tue Dec 04, 2018 7:09 am Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

I subscribed to your youtube channel since this seems indeed interesting.


We are the pilgrims, master. We shall go
 always a little further, it may be
beyond that last blue mountain barred with snow,
 across that angry or that glimmering sea.
Back to top
View user's profile Send private message GameRanger Account
 
bux

Rep: 42.4
votes: 2


PostPosted: Fri May 21, 2021 1:14 pm Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Hello ! There is the come back !

The project is not anymore a simple proof of concept. I have begun real code. There is a preview :

[youtube]http://youtu.be/rhSJYqMIsBg[/youtube]
Back to top
View user's profile Send private message
 
bux

Rep: 42.4
votes: 2


PostPosted: Tue Jun 08, 2021 12:41 pm Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Two new presentation videos !

* Gameplay: https://www.youtube.com/watch?v=3TOEZ7krhvI
* How it works: https://www.youtube.com/watch?v=pxVgjBKXlIw
Back to top
View user's profile Send private message
 
Manoi

Rep: 84.5
votes: 7


PostPosted: Tue Jun 08, 2021 6:30 pm Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Hi Bux,

Great project. I want to know what is your long term objective? Do you think it will be possible that your game outperforms the classic CC games and that it will allow some features that we have not actually? Thanks for your efforts and I'm curious to see the results.
Back to top
View user's profile Send private message
 
bux

Rep: 42.4
votes: 2


PostPosted: Wed Jun 09, 2021 8:00 am Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Hello Manoi,

Thanks !

My long term objective is to reproduce almost all Close Combat features and permit easily modding (unit, maps, etc). And additionally, add/include features like moving antitank with vehicle, moving troops with vehicle, and more.
Back to top
View user's profile Send private message
 
Pete

Rep: 110.6
votes: 12


PostPosted: Wed Jun 09, 2021 12:38 pm Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

I have been wondering also what you think you can add compared to the classic CC games. Gateway to Caen allows for guns to be towed and infantry to be carried on vehicles.
I believe you should seek your improvements in AI behaviour: unit tactics, vehicle movement, combined vehicle/infantry tactics, surrender/ truce conditions. If you plan on a strategic map I'd like to see an AI that knows where to move, when to move and when to retreat.


Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Back to top
View user's profile Send private message
 
dj

Rep: 140.9
votes: 8


PostPosted: Wed Jun 23, 2021 11:29 pm Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Me thinks there are some Software business pro's on this forum being very humble!  Actually this concept is very popular overall in gaming business which have overtaken movies in overall sales revenues.  

I think it is good to have long-term plan and broader goals also.  Personally I would like to see keep the core Classic Close Combat basics but greatly improve what it is really capable of.  We essentially know what it does best and what needs work.  Scale is good as is but definitely needs updated graphics and more sophisticated AI.  It would be nice to bring back Mac OS.   There is very good reason why CC2 sales were off the charts with large # of Mac users.

The rewrites of CC Classic were a miss.  I really do think the Classic CC2 and CC3 games are superior STILL in terms of scale accuracy, AI performance and realism vs any of the rewrites.  And YES there is big void I the market, big Corporate gaming companies are doing the Hollywood thing dumbing down their products with too much 3D / cgi for much younger audiences.  Gaming companies underestimate the intelligence of many of us that want a more sophisticated type of game especially in the "Strategy" genre.
Back to top
View user's profile Send private message
 
dj

Rep: 140.9
votes: 8


PostPosted: Wed Jun 23, 2021 11:38 pm Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

I still bought The Bloody First and almost all the other Close Combat games and my opinion is the Close Combat 2 - 3 still was the best product overall some 20+ years later.  Not the graphics but the overall gameplay, especially the scale / realism and AI is solid.  Like the CC3 Stalingrad & Kursk battles, the house to house battles in Arnhem etc.
Back to top
View user's profile Send private message
 
bux

Rep: 42.4
votes: 2


PostPosted: Mon Jul 05, 2021 8:12 am Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Hello @Pete and @dj,

Sorry for the long time response. It seems I don't receive email notifications  Confused

You're right. CCs is very complete and I agree with your suggestions !
Back to top
View user's profile Send private message
 
Jatke

Rep: 64
votes: 7


PostPosted: Tue Jul 06, 2021 3:27 am Post subject: Re: OpenCombat: Opensource game Close combat gameplay based Reply with quote

Me thinks there are some Software business amateurs on this forum talking out their ass! To wit - the concept of open source gaming is decidedly NOT "very popular overall in gaming". The less than handful of recognizable open source titles are clones of successful proprietary games like Civ. Perhaps you were confused by the popularity of open source software based mostly on the fact these programs are free.

The rest of you're screed is equally flimsy. BS like "I think it is good to have long-term plan and broader goals also." is a dead giveaway. That's the kind of screamingly obvious drivel you hear clueless drones spout in any random planning meeting.

Touting the "realism" of 2D CC then decrying "too much 3D/cgi" is sheer cognitive dissonance. 2D is inherently not "realistic" and certainly less so than 3D with less than stellar art. And exactly how does 3D and cgi "dumb down" a game? The expanded "rewrite" Elements files were de facto more realistic than those in the limited CC classics solely by defining more terrain types. The "rewrites" (sic) missed because they had one dedicated engineer, Steve McClaire, and a bunch of volunteer assistants.  Not an entire studio of game production pros like og Atomic fielded.

And Slitherine does not need to take on the additional engineering expense of porting Apple compatible versions. Fruit boys can simply run PC games on a freely available copy of Win10 in Bootcamp. The success of CC2 had a whole lot more to do with the fact Microsoft put its name on the game than that it ran on Macs.

Just throwing a mess of buzz words and faulty logic into a post doesnt cut it dude.
---------------------------------------------------------------------------------------------------------------------------------
 
@bux - some features I'd like to see implemented are:
a viewshed LOS tool
a variety of selectable victory conditions. eg. territory (not flags) taken or a simple casualty count
reinforcements and variable entry
optional weapons, ammo and equipment loadouts in the req phase
player selectable medals and promotions
selectable fortifications, minefields and boobytraps
some method of acknowledging that the war is also being fought just outside the map edge, eg. casualties to the active BG extend to the non-active roster which should be fighting on an adjacent map. Or random fire coming from outside the map
War is chaos so give us plenty of weird random events
A maximum difficulty level worthy of the name
Battlefield artifacts like a stash of cognac in a basement that disables any occupying unit. Or driveable civilian vehicles.
Separate, hidden objectives for each side
fog of war both in deployment and battle. No more recon by death cue or a VL flag flipping
battlefield review at the conclusion of fighting ala TBF
expanded soldier and 'side' statistics...tell me how far Pvt Lumley moved and how many rounds he fired
Back to top
View user's profile Send private message
 
 
Post new topicReply to topic printer-friendly view Close Combat Series Forum Index -> The Mess


 
   
 


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum




Forums ©





In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited and
found this site to thier liking. I hope you had time to check out some of the great Close Combat
mods and our forums. I'd also like to thank all the members of our volunteer staff that have
helped over the years, and all our users that contributed to this site!