Hello again. Well, with the launch of The Star and the Crescent successfully completed (and no bugs or issues, which is manna from heaven for a game programmer), we are now deep into development of Air Assault Task Force. We have now almost completed our first full quarter of undivided work on AATF, and this felt like a good place to pause and let everyone know how we are progressing. I also wanted to give everyone an idea what to expect in the next few months with this title.
So, let’s dive in…
Where we’re at
The good news is that we are still on track. Right now I perceive no problems in meeting our projected September 2006 release date. Of course, computer programming is an inexact science, but we are probably 80% complete with the coding on AATF (the scenario builder is a bit behind this) and all of the foreseeable technical challenges have been overcome without compromise.
The remaining code is all in the area of user interface. We are really concentrating our effort here, as we have a lot of collected knowledge from the ATF (Armored Task Force) Engine to apply to this effort. We are really concentrating on making things easier to do, while preserving all of the detail in ATF. We want a player new to wargames to be able to sit down, and, in a few minutes, make units do what he wants them to do. He will probably get his butt kicked, but he won’t have to fight the enemy and the interface. Our goal has always been for players to learn from our games, but we want them spending more time learning how to overcome the tactical challenges of the modern battlefield and less time learning the interface. We think we are really achieving this better than ever before with this title.
What is Air Assault Task Force
We have also progressed enough that I can give a little bit more detail on what the game will definitely include. The “command real time” (e.g. the game runs in real time with the player able to speed up the action with compression or pause the action and continue to give orders) survives from the ATF Engine. The scrollable map with multiple zoom levels and “mini-map” also survive from the ATF Engine, though we believe we have made both quite a bit more user friendly.
The game runs in full screen, and we plan to include features to allow the player to adjust the resolutions or run the game in windowed mode, though the latter is still tentative. A cool feature we have implemented is that we have embedded a full featured web browser in the game. This allows budding MODders and scenario builders to create their own animated and HTML operations orders for their scenarios, for use in the game. It even supports Flash and Shockwave programs and movies, for the really industrious. The impact on those who aren’t building scenarios is that, rather than the text operations orders of the original Armored Task Force, each scenario will be preceded by animated briefings and historical background information (similar to our latest title, The Star and the Crescent.
What is new is the interface. Rather than using the “select order-select unit” paradigm, we are now using the “select a unit-select order” paradigm that is immediately familiar to any RTS or wargame player. Information for selected units is immediately displayed in an easier-to-read, graphical format. We have a lot of other plans for the interface that we will be sharing as development progresses.
Other improvements in development include modeling of vehicle damage (as opposed to the modal, live-or-dead, model currently used), the use of discrete times of flight for most weapon systems, and a large increase in the amount of battlefield obscuration such as smoke from burning vehicles and dust from helicopters and vehicles.
And remember, we are maintaining backwards compatibility throughout development. That means that, when AATF is done, you can install it over your earlier, ATF Engine games, and give them an instant upgrade to the new interface and features!
The scenarios
We are not ready to spoil the surprise on the specific scenario locations and details, but I did want to share our overall concept, and what you can expect from the game. Rather than the armor focus of the ATF Engine games (with the notable exception of The Falklands War 1982), Air Assault Task Force focuses on light fighters.
As the name suggests, the focus of the game is on air assault infantry. This centers around light infantry battalions, transported to the battlefield by transport helicopter, and supported by attack aviation (helicopters as well). It is much more complicated than it sounds, though. In addition to figuring out what order to send your soldiers into the fight (you usually have more soldiers than helicopters), you also have to protect the “serials” (one turn of your aircraft) on the way to the LZ (landing zone). This means suppression of enemy air defense (SEAD) and supporting efforts to secure areas in route to the objective. It also means detailed reconnaissance.
Soldiers aren’t the only thing that have to be air-lifted into the fight. Artillery, gun trucks (armored HMMWVs with machine guns or TOW missile launchers), and logistical support also has to be slung (carried under helicopters) to the LZ. Once on the ground this stuff has to be protected from ground assault on the non-linear battlefield.
In many ways, it is even more complicated than armored operations. Things that can be accomplished with brute force in armored operations must often be accomplished with finesse, deception, and precise planning. I think we are succeeding in bringing all of this complexity to players with Air Assault Task Force.
What’s next
Right now we are hard at work on the fundamentals of the interface. Early in Spring of 2006, we plan on releasing an “Alpha Tech Release”. This is an “in-progress preview” of the game. It will have roughly the same functionality of Armored Task Force, with all of the new interface changes for Air Assault Task Force. The idea is to give everyone a look at what we are working on, give our fans an opportunity to provide input, and hopefully, expose any bugs we have not found up to that point.
We plan to make it broadly available to everyone, rather than to a small BETA group. Stay posted at this blog, the Shrapnel Games Intel Forums , our website, and the ATF/BCT forum at StrategyZoneOnline.
The next milestone after this will be a BETA test and playable DEMO (early Summer, 2006). If you are interested in BETA testing, please stay tuned to the above websites for the casting call.
On a personal note…
I am in the midst of a permanent change of station to Fort Leavenworth, Kansas (why do they call it permanent; I never get to stay anyplace more than a few years???) This seems to be a Mecca for wargamers, and there always seems to be a few ATF/BCT fans moving through there. So, if you are going to be there in the next year or so, please drop me a line at my e-mail address and we can link up!
That’s a wrap!
That is about all I can say on the current state of development. As always, if you have specific questions, please feel free to respond to this blog entry, and I will do my best to answer. And, while you are waiting for Air Assault Task Force, I will just remind you of our other titles, that are out now:
BCT Commander
Armored Task Force
Raging Tiger: The Second Korean War
The Falklands War: 1982
The Star and the Crescent
Playable demos are available for all of these games at the Shrapnel Games website.
Thanks, again, to all of our fans for their patience, input, and support through the years. I know I say this all the time, but you guys really are the reason I still make wargames.
Pat Proctor
President, ProSIM Company
http://www.prosimco.com