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Jumped Daggers

Jumped Daggers (230 kb)

Shot on a Dagger

Shot on a Dagger (168 kb)

Chris: Have you decided what form the demo is going to take?

Dante: Yep, a big archive, possibly featuring:

  • Goose Green (Pradera del Ganso) area, village and airfield with flak defenses
  • Port Stanley (Puerto Argentino) area, town and airport with flak defenses
  • At least the Hermes carrier, fully damageable
  • Escorts: Type 22 HMS Broadsword, fully damageable and with flak and possibly Sea Wolf
  • Flyable Sea Harrier FRS.1 out of HMS Hermes carrier (can carry 30mm Aden guns, AIM-9L, 455-liters drops tanks, and BLU-755 cluster bombs)
  • Blue Fox Sea Harrier radar with at least Search and Bore modes
  • Flyable Pucará aircraft out of Goose Green and Port Stanley airport (with rocket launchers, machine guns, 20mm cannons, Napalm bombs)
  • Ground radar coverage (the Westinghouse AM/ TPS-43F radar that the Argentine had at the Stanley airbase, for the situation awareness of the flak); Type 910 Sea Wolf tracking radars should be available for Sea Wolf missile engagements in the Type 22 frigates
  • Maybe: Argentine A-4B Skyhawk – V Brigada Aérea out of a chunk of Argentine’s territory (Rio Gallegos) to demonstrate our capability to handle exceptionally large game maps.

Chris: What method of distribution of the final project can we anticipate (direct download vs. retailer)?

Dante: We don’t know for sure, we’re received a lot of emails asking for distribution rights, but we should be more complete before signing any contract because this means also a deadline and release pressure. If we have the product ready for play and we don’t think any proposals of retail distribution is interesting enough, we’ll follow the self-publishing route (meaning download / web sales).

Chris: Of course, I have to ask, is there any estimate when the final product might be ready?

Dante: My optimist estimate is around 2007, for full product, if we manage to be very disciplined. You know, it’s a small unfunded team, and Steve is programming all alone while myself and Ariel Cancio are creating the content. We have also some sporadic contributions from Marcelo (“marcfighters” from SFP1 fame). So, it’s a 3-people active team, on spare time, trying to do a LOMAC-like project. Viewing from this side, I’m being very optimistic about release date, but also it’s a nice and feasible estimate having seen what we’ve accomplished in this 2 year project. Of course we’ll be technically OK for 2007, as we’re scaling up pretty well our content (regarding texture sizes, polygon budgets etc). Of course we need shaders (as I’ve said before) but eyecandy can be added later, first we need good gameplay and features.

Chris: Thank you Dante for taking the time to talk about Jet Thunder with our readers.

Dante: My pleasure.

 

Important Note to Readers: All statements, screenshots and future plans for this sim are works-in-progress and may not represent the final product.


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