[DEV] KingHoward

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[DEV] KingHoward last won the day on March 22

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About [DEV] KingHoward

  • Rank
    Advanced Member
  • Birthday 05/23/1993

Converted

  • INTERESTS
    Battalion 1944
  • OCCUPATION
    Creative Producer at Bulkhead Interactive
  • LOCATION
    Derby, UK
  • TWITTER
    @HowardPhilpott

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  1. Single player will be fun Wondering where they will take the franchise next year for CoD 2018
  2. Hey, So @[CM] BigTuna isn't a dev, when you guys ask questions he turns around to us (he's sat behind me) and ask us the questions you guys want answers for. We're super busy and don't tell him everything in detail or the explicit reasons we decide to do things, so attacking him for just relaying tid-bits of info for you guys isn't cool. However, spreading misinformation isn't cool either (from both ours and the community standpoint) so that means we may have to be more tight lipped about these things from now on until we're ready to make official announcements as people get outraged pretty easily. We've said before it's one of the downsides of being open/raw about development. It's a balancing act we're still working on refining In terms of the actual main questions of this thread, everything we do is for the benefit of the game. It'd be great if we could just let everyone just hop straight into the game whenever they wanted, but the reality is that this would be bad for the game and the community. Joe's listing out some reasons next to me right now to explain some things literally as I'm typing this reply, so I'll let him carry on from what I'm writing, but we'll have a full schedule released soon explaining what we'll be testing, when we'll be testing and how everything will work. It's very important we do this right, and introducing things slowly to you guys will be much more beneficial for the game and development in the long run as we'll have more time to fix the large glaring issues and you'll actively see improvement and new content week to week. This is a very small closed alpha player pool and we need to make sure we maximise the amount of players during the testing periods to make sure we get the most effective feedback based on the latest weekly builds of the game. We have always said Alpha/Beta sessions are not marketing tools like modern Alpha/Beta sessions for AAA studios which just let you play a demo of the game before it's out, they're for helping us test and build the game we all want to eventually play as our main game we play every night. Hope that clears up some answers. More official info will be coming soon.
  3. We haven't released our planned Early Access date yet as we want time to polish the game enough through Alpha/Beta testing before we launch. This doesn't mean there will be no bugs and broken features during Early Access, it just means we want to be happy with the base of the game before launching on Steam.
  4. We've talked about this internally. It is planned for a future update, not the initial alpha (other higher priority items to be done first!)
  5. Much love <3 Comments like this keep us going
  6. Me Too
  7. We're running 'Alpha weekends' and we'll be focus testing different new modes/maps/weapons each week. Expect a VERY basic version of the game. Search and Destroy is being worked on with some unique twists, so can't comfirm just yet, it will 100% be tested BEFORE early access with pros and the community however. Just remember: Alpha isn't a marketing tool for us, we need actual bug testing etc. We'll have a full breakdown on Kickstarter of Alpha content closer to the Alpha date. - Howard
  8. Hey guys, Just got back to our Airbnb after the busy 1st full day at the event and my feet are killing, so just dropping in to read through all these posts. Some great feedback/comments from you guys with only a few namecalls earlier in the thread so we're going pretty good so far! As a heads up, the next few days will be pretty hectic for us and myself Joe and Tuna will be swamped, so just letting you know at some point next week I'll write up a summary post with some reactions from us about the feedback etc. It really is useful for us to hear what you like and dislike about the game, I know some things are down to actual game feel so if you're unlucky to not be at EGX there are certain things you just can't get from the gameplay footage just yet but Alpha is just around the corner. Everyone who has played so far has got that the game is in pre-alpha, super WIP. But the key thing is that we have the base that we can build upon with polish, bug fixes and more content. In general, development is still early but we're at the point where it's all coming together, so we can get more 'smaller' dev updates out to you guys and get everyone more involved than ever before. Thanks for you patience these last few months, you guys have been awesome. Anyway, need to get some sleep. If anyone is heading down to EGX Tomorrow/Saturday, make sure to come early, queues can get long! - Howard
  9. Welcome!
  10. Welcome
  11. Hey guys! It’s been a long time since we ran the Kickstarter we’ve shown gameplay, and for very good reason. We’ve been completely and utterly gutting and rebuilding the unreal engine to mimic the gameplay feel of old school shooters and maximising performance to ensure our first ‘pre alpha reveal’ is representative of what our sights are for Battalion 1944. With that being said… Today we can announce that next week we’ll be showing gameplay for the first time since the Kickstarter! This will allow all our backers to see the game before Closed Alpha in May. This should help clear up some misconceptions about what the game is and how we’re going about nailing that classic game feel. We’ve recently been testing the ‘base game’ with some super closed playtests with pro level Call of Duty 2 players and gaming press, making sure the BASE GAME feels good to play. That’s what our aim is with sharing this footage next week, to show you guys how the game plays. We feel we’ve got to that point where we’ve completely modified Unreal Engine to feel like a classic FPS with 1 to 1 movement and aiming mechanics. A few key points to consider before next week are: Third person animations in this build are in a very early state. We have much more fluid anims already working in engine which are currently mid-implementation, coming in before the closed alpha goes public. User Interface is still a work in progress, there’s a lot of placeholder assets in there. However you can see how we are aiming for a simple UI with minimal clutter. We still have a way to go! Which means we’re still looking for your valuable feedback next week. Our second MASSIVE announcement is that Battalion 1944 will be available for an early playtest at EGX: Rezzed, 30th March- 1st April at the Tobacco Dock London, UK! More awesome news is that we’re bringing the Battalion 1944 Pre-Alpha build to the Tobacco Dock in London for EGX Rezzed 30th March -1st April, so that gamers will be able to test Battalion 1944 offline before we jump online for the closed Alpha in May 2017. A few of the key Bulkhead team members will be at the event to play against and chat to, including Joe, Tuna and myself (Howard!) aswell as some of the Square Enix Collective team! Feel free to come and say hi and talk about Battalion, we don’t bite! That's it for news until next week. I Hope you’re hyped for next few months, I know we are! Thanks, - KingHoward and the Bulkhead Team
  12. We've been reading the forums, taking on feedback and have been working towards this over the past year. It has been tempting to throw all of UE4's visual effects at the game but in reality, we're making an old school shooter where visibility and game play is above all else. So we've been working with the design ethos of having visibility as a high priority for Battalion's map designs. You'll be able to see an example map in action soon!
  13. Online play isn't stable enough yet and we're still working on it, which is why Closed Alpha is in May, everything is there... it's just not ready yet! Soon! We can however bug/playtest on LAN servers, and EGX is a great place for us to do that.
  14. Just a heads up, bit of miscommunication, video content is coming NEXT week* Small mistake there, we're still putting out a kickstarter text update today though! Update: https://www.kickstarter.com/projects/bulkheadinteractive/battalion-1944-pc-xb1-ps4/posts/1838458
  15. Hey guys, Fully appreciate that you're concerned about the direction of the game but reading your post I feel you've been worried based on comments from highly vocal community members. We have PRE-ALPHA gameplay coming out very soon. This means there will be unfinished and placeholder animations/UI etc but you will be able to gauge the direction we're heading towards with the game rather than trying to imagine the game from different users posts and comments. I won't debate specific points such as the non competitive nature of nade cooking or spray patterns (we'd rather read constructive debates on the forums between members and pull valuable informations for us to make informed final decisions!) but I'll write a few bullet points to help summarise and clear up some generic goals with the game that are relevant to your concerns. 1. We ARE aiming to bridge the gap between casual and competitive play. We talk a great deal about competitive play as we our goal is that competitive 5v5 Search and Destroy is the main 'focus' for players who want to take the Battalion experience to the next level. These players will put 1000's of hours into mastering the game, so it's VERY important to us that we refine that aspect of Battalion to make it a solid gameplay experience, hence why we talk about this aspect of the game so much. However, this does not mean we aren't focusing on making the casual side of the game fun and engaging for players with zero interest in playing to be the best. We're still developing our casual modes TDM, DM, CTF and experimental modes for quick 'jump in and play' games as well as implementing a dedicated area of our UI for our server browser, allowing server customisation, modding, custom maps etc. 2. We are not a 'WW2 CSGO clone'. This keeps cropping up around the forums but it's simply not true. Our game plays totally different to CS, however CS is one of the longest lasting classic FPS with elements that should be at least considered for discussion. We've looked at old school FPS game to create or own game (albeit with a bias towards CoD2/CoD4 Promod as a base point for certain design decisions). The most important thing to remember is that Battalion is it's own game, with that classic FPS feel we all know and love. 3. We read your concerns! We're making an active effort to read everything our backers/supporters share on the forums. This includes all the opinions on microtransactions and skins. One of our main goal is to be able to make future content free and accessible to everyone with OPTIONAL microtransactions. One of the unfortunate downsides about us being transparent with our intentions and the benefits/detriments of potential routes we could take by discussing with you guys directly is that misinformation gets spread easily. We often float out ideas to gauge the reaction to help us make informed decisions. This is where we need a certain level of trust that we are gamers ourselves and also want this game to be the best it can be without degrading the core experience. Every business decision is under extreme scrutiny because we as FPS fans know the pitfalls other developers have made. At the end of the day, the game will speak for itself. Like I said, we have pre-alpha gameplay coming out VERY soon so everyone will be able to make more informed comments very soon. The game is obviously still in a VERY EARLY state with unfinished animations/UI but it should be a good representation of the classic game feel we're aiming for. Even better, you'll be able to experience it during closed alpha bug testing this May!