Desperados III

Desperados III

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coru  [developer] May 11, 2020 @ 6:01am
Ask us anything about Desperados III's development
Hi everybody,

I'm Mo, Head of Design at Mimimi ( https://mimimi.games ), the developer of Desperados III. Since we are closing in on the release we thought it would be a good time to make a little AMA Thread here on Steam!

I'm part of the dev-team, alongside my 24 Mimimi colleagues and also watching this forum together with THQ Nordic.

If you have any questions regarding the development or the game itself, that can best be answered by a dev, please just ask us here. Us devs are listening and will answer as soon as possible! Looking forward to your questions.
Please be mindful that sometimes it will take a little time for us to answer, depending on the amount of questions, workload and weekends. :)
Last edited by coru; Jun 12, 2020 @ 7:50am
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Showing 46-60 of 316 comments
mikulabc May 12, 2020 @ 2:04pm 
Can we adjust the level of blood spill, slide some bar to adjust the liters of blood? If you look at it, its such a big mess xD https://i.imgur.com/hhnTP6E.jpg it feels unrealistic, i dont know how it will be playing the game, but if you have an option or let us know which .xml file to modify for the blood spill effect or settings would be kinda awesome - just that seems to be my only question :D
Last edited by mikulabc; May 12, 2020 @ 2:16pm
Zyddie May 13, 2020 @ 5:53am 
Originally posted by LASeR:
Originally posted by ;2254559285383118504:

Can you let us know what country you are in? - For us here in Germany the PC CE is currently available for pre-order but this might be different in another country.

USA. Xbox and PS4 versions seem to be available but not PC.

Hey, LASeR as this is a publisher answer I will take it.

You can pre-order from Amazon UK they should be shipping to the US without any issues at all.
There is a few reasons to why the CE boxed version isn't in the US ready for pre-order that I cannot go in to at this point, but yea would strongly recommend Amazon UK.

//Zyddie
Mr. Blue May 13, 2020 @ 6:33am 
Originally posted by Zyddie:
Originally posted by LASeR:

USA. Xbox and PS4 versions seem to be available but not PC.

Hey, LASeR as this is a publisher answer I will take it.

You can pre-order from Amazon UK they should be shipping to the US without any issues at all.
There is a few reasons to why the CE boxed version isn't in the US ready for pre-order that I cannot go in to at this point, but yea would strongly recommend Amazon UK.

//Zyddie


I just checked, and

https://imgur.com/MBSyPTi

It says that D3 collector's edition does not ship to the united states.
coru  [developer] May 13, 2020 @ 7:32am 
Originally posted by burningmime:
1) How do you manage source control for scene files when multiple people are working on them?

2) How do you handle the combinatorial explosion of complexity with shaders for multiple platforms and quality levels? (especially when these things leak into the code that's configuring shader parameters or managing multi-pass algorithms)


3) Thanks for bringing back one of my favorite genres! Really looking foreward to playing it!
1) Again: I'm not much of a technical guy, so I dont know the hardcore tech specifics. We use a combination of Tortoise SVN and something called UVC in unity (thats as much as i know :D).
Regarding the workflow: Our scenes are split in a "logic" scene containing everything that needs to be saved like scripting, enemies, usable and interactive objects, triggers etc.
and a "base" scene that only contains static geometry that doesnt need to be saved.
So when a level is far enough that art can start making it pretty, they usually work in the base scene, while leveldesigners can still do lots of stuff in the logic scene. Though its limited to 1 person per each of those scenes, we dont use "real" simultaneous editing.

2) I have to add that to the list of stuff i ask the programmers, but as mentioned before they have a lot to do atm so it might take some time until i can edit in answer. maybe even a couple of weeks.
UPDATE: talked to frieder, our head of technology, here is his answer:
By using Unity, we only ever have to worry about hardware when we see performance issues. As already mentioned, this was a big one for us in D3. The current gen consoles use some really low spec hardware compared to modern middle (and even low) tier PCs. I'm excited for the next gen consoles where we hopefully won't have to spend as much effort in optimization that we'd rather use in fixing bugs or adding new features.

UPDATE2: Answer from Dom, our creative director who also did a lot of shader stuff:
"We are generally not using many quality levels for shaders. Multi-platform seems to be handled fine by Unity. We also have some more aggressive custom shader stripping in our build pipeline."

3) thank you, i hope you will like it :D


Originally posted by mikulabc:
Can we adjust the level of blood spill, slide some bar to adjust the liters of blood? If you look at it, its such a big mess xD https://i.imgur.com/hhnTP6E.jpg it feels unrealistic, i dont know how it will be playing the game, but if you have an option or let us know which .xml file to modify for the blood spill effect or settings would be kinda awesome - just that seems to be my only question :D
Sorry, there is no such option :0
Last edited by coru; Jun 15, 2020 @ 2:05am
ionut76 [ROM] May 13, 2020 @ 12:43pm 
When can we find/preorder the game for PS4 ? I can't find it in their store
GoutBaby May 14, 2020 @ 10:09am 
will there by coop for this Game and will there by a Demo ?!
Zyddie May 14, 2020 @ 1:34pm 
Originally posted by ionut76 ROM:
When can we find/preorder the game for PS4 ? I can't find it in their store

As this is a publisher question I will take it.

Playstation store doesn't allow pre-orders at this moment, there is reasons for this that we cannot discuss, but the game will come there as soon as they are again.

//Zyddie
Last edited by Zyddie; May 14, 2020 @ 1:34pm
ionut76 [ROM] May 14, 2020 @ 2:55pm 
thank you, I hope the game to be available on console in the same day as on Steam and, of course, I don't want to miss the offer with DLCs
coru  [developer] May 15, 2020 @ 1:53am 
Originally posted by Babu Frik:
will there by coop for this Game and will there by a Demo ?!
Demo: We want to do one but can't promise anything yet.
Coop:
First of all let me say: There is almost nothing i would love to do more than make the game Coop. I hope we can do this at some point for our future games, but now wasn't the time. I think a good coop RTT would really be something, but let me explain why it wasn't the time to do that yet for us:
Adding multiplayer has many challenges. Mainly you can split them in 2 areas: Tech and Gamedesign.
Tech:
The core tech of our game doesn't support coop or online play, it would have required a huge rework to implement it, which would have eaten up a HUGE amount of our budget and production time. You can't just "add multiplayer", it needs to be embedded everywhere in the tech to work properly. The game wouldn't even be close to what you see now. It would be a LOT worse if we had implemented coop, since our budget for the rest would have been so much smaller. Maybe it would even have ruined the whole thing.
Also adding good online multiplayer is hard to do for this type of game.
A game like this will require really solid and good online functionality. It's a real-time based game, where milisecond-timings actually matter a lot, as you all know :) So if we have latency issues, it really damages the experience for players. This will make implementing it a lot harder. It's not like, say, a turn based game, where its not too bad if you have a little lag when inputting an order, because timings don't matter. Imagine throwing that distraction with a little delay and failing multiple times because of that. Big problem.
Of course now you could say "just make local coop!" But that still has all the other technical problems. And in addition it would make the game be perceived worse and reviewed worse. Things like "no online in 2020?" etc. would crop up everywhere (and rightly so). For a game of our size having "only" local coop will probably not be enough to fulfil expectations of fans and reviewers.

Now to the Gamedesign:
Of course we all played a lot of Commandos 2 coop when preparing for Shadow Tactics back in the day :) And while it is really fun and we totally understand the appeal of it, I want to talk a little about it.
Imo there are still some big issues with it. Especially how quicksave/loading is handled. If you play "together" on the same part of the map, it works. You fail and you load, no problem. But if your friend plays on one side of the map and you on the other side and they fail and quickload, it gets really frustrating quickly. Even if we add something like a "ready to quickload?" button, it would still mean losing your progress. Which is no fun at all.
While this might work out ok if you play with your family or friend next to each other, it really becomes unfun and problematic when playing with stranges or people online. It's one of the things that were fine 20 yeras ago, but now they aren't imo.
And while we could just leave it like that and say "well, its not perfect, but still ok!" this is not the way we make games at Mimimi. If we do something, we want to get it RIGHT, not just ok.
This is why we looked into how we would make a coop game in the RTT genre. And it would have to revolve around removing the quicksave and quickload, which is a very big change to the core of it! That would also require certain changes in the setting that i wont get into now. We have concepts for that, but it would just be a different game in some aspects.
Now for Desperados III our main goal was to make it feel like Desperados 1 but in a modern way. Quicksaving and Loading is hugely important for this, as you may agree. So really this isn't the game where we felt comfortable changing HUGE parts (without knowing how it will turn out), when bringing back such a beloved franchise to it's fans.

Long answer, but I hope it makes sense now :) Maybe at some point we can do COOP, but for us it comes with potentially huge changes to tech and gamedesign, that have to be done very consciously and carefully.
Last edited by coru; May 15, 2020 @ 2:12am
ossa May 15, 2020 @ 2:52am 
Any chance to play on old laptop? Acer E5 573, its Intel i3 4005u/ 4GB ram/ Intel HD 4400, win 10
Will it be big difference on system requirments compare to shadow tactics? My dad played on shadow tactics, he can play on 20 FPS :D
I m not asking for official info on system pages
Last edited by ossa; May 15, 2020 @ 2:54am
coru  [developer] May 15, 2020 @ 3:31am 
Originally posted by ossa:
Any chance to play on old laptop? Acer E5 573, its Intel i3 4005u/ 4GB ram/ Intel HD 4400, win 10
Will it be big difference on system requirments compare to shadow tactics? My dad played on shadow tactics, he can play on 20 FPS :D
I m not asking for official info on system pages
Sorry i dont know :) i only know about whats said as official system requirements. Rest you will have to try and hope for, i guess. cant make any official statements other than "check minimum requirements on steam".
=>WuE<= 200_Puls May 15, 2020 @ 3:49am 
Loved to play ShadowTactics and I enjoyed the original back in the day.
So my question would be any chance for Linux support?
bumpy_flapjack  [developer] May 15, 2020 @ 4:32am 
Originally posted by ossa:
Any chance to play on old laptop? Acer E5 573, its Intel i3 4005u/ 4GB ram/ Intel HD 4400, win 10
Will it be big difference on system requirments compare to shadow tactics? My dad played on shadow tactics, he can play on 20 FPS :D
I m not asking for official info on system pages
I just doublechecked, the system requirements on the store page are the final ones so you can check your hardware specs against these
burningmime May 15, 2020 @ 10:22am 
Originally posted by coru:
Originally posted by burningmime:
1) How do you manage source control for scene files when multiple people are working on them?

2) How do you handle the combinatorial explosion of complexity with shaders for multiple platforms and quality levels? (especially when these things leak into the code that's configuring shader parameters or managing multi-pass algorithms)

3) Thanks for bringing back one of my favorite genres! Really looking foreward to playing it!
1) Again: I'm not much of a technical guy, so I dont know the hardcore tech specifics. We use a combination of Tortoise SVN and something called UVC in unity (thats as much as i know :D).
Regarding the workflow: Our scenes are split in a "logic" scene containing everything that needs to be saved like scripting, enemies, usable and interactive objects, triggers etc.
and a "base" scene that only contains static geometry that doesnt need to be saved.
So when a level is far enough that art can start making it pretty, they usually work in the base scene, while leveldesigners can still do lots of stuff in the logic scene. Though its limited to 1 person per each of those scenes, we dont use "real" simultaneous editing.

2) I have to add that to the list of stuff i ask the programmers, but as mentioned before they have a lot to do atm so it might take some time until i can edit in answer. maybe even a couple of weeks.

Thanks for getting back! The two-scene approach sounds like it works, and I guess your dev team is small enough that simeltaneous editing wasn't totally needed. Did you ever run into issues like that (for example, one designer tweaked some patrol paths while someone else moved around some obstacles, and they ended up conflicting?). Or was your solution mostly just good team management and working on different parts of the game?

Looks like UVC is abandoned, but glad you got some use out of it. That raises another question, though -- are you using the latest version of Unity?
Last edited by burningmime; May 15, 2020 @ 10:22am
lassashemai May 15, 2020 @ 10:11pm 
how much time did you guys invest in developing this game ?

** just curious coz I already pre-ordered DIII once i saw the dev was Mimimi
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