In the fifth issue of the diary, we, as promised, answer your questions from here . On some of them we have already answered in the most discussion on some we would like answer more fully. Question 1: Do you plan the implementation of possibility to reconnect to the gaming session in the case of departure from it, and Is it technically possible? Answer: The problem of recconection is closely linked with the method of synchronization of the game, which is used in the Gem 2. Currently we used full synchronization of all game events for all participants. This method has some advantages over the others: the game cheats through the use of third-party software on the client machines are excluded (the game will detect a mismatch of resources at the first event of synchronization and exclude the player from the session). Moreover, the game runs identically at each time point on all machines , i.e. each event occurs at the same time for each player. In case of disconnect, will need to provide for the disconnected player the same state of the gaming scene, as other players have, to restore the session. To put it bluntly, the game will need to collect a huge patch about all states of all units, all of the objects in the scene and send it to the disconnected player. This process is very time-consuming and huge by the amount of information transmitted. For the players it will be as follows: when one of the players disconnected - the game will forcibly put to a pause, stopping all new events - all sit and wait until the disconnected player fix the internet, until his client will gather all the data for synchronization and apply them. In the end, even if we spend a significant amount of time refactoring base code, the result will be quite controversial. We think that would be much more useful to focus our efforts on solving a priority and unambiguous problems. Nevertheless, we are aware of this problem and have some thoughts about its solution. Question 2: The troops will continue to appear in the spawn point, or will come from behind the edge of the map? Answer: Yes, the units still appear at a certain point which planned by the game designer. Primarily, this is done for the convenience of the users themselves. We are confident that fans of realism can easily make a couple of mods, where spawn of the units will occur out of the map. Question 3: Should we wait for single campaigns and cooperative scenarios, where the death of a key character leads to the failure of the mission? Answer: Soldiers: Arena - is, first and foremost, the multiplayer project and single campaigns are not currently planned. At the same time, we understand that players like to use their skills to solve all sorts of tactical tasks set by game designers. Therefore, we have developed several cooperative missions, in which the group of players will need to solve such problems for successful completion. And this is not the limit - in the future direction of the PvE game will be developed alongside with the development of PvP modes. Will they be small and tactical or big and massive? Most likely, both. We think, all of our players can find such gameplay, which is closest to them. And it is very important link between the players and the people, who make the game. Why else we are releasing DevDiaries. ;)
[ 2016-02-04 20:00:21 CET ] [ Original post ]
Both new and already battle-proven multiplayer gamemodes to the original tactical gameplay are waiting for you. Interactive destructible environments and the ability to direct-control any combat unit. Steam support: matchmaking, workshop, steamcloud. Redesigned graphics, models and special effects. Conceptual new interface and convenient control, new battlefields and new opportunities.
Features:
- Revival of the “Men of War/Soldiers” game series. This multiplayer tactical RTS absorbed the best of the original series, favourite of players all over the world.
- Huge roster of units. Within a single game session, players will have access to a large number of unique units for every nation: tanks, vehicles, infantry and artillery of various types.
- The “Direct Control” mode. This mode provides the ability to play from the third person for any unit in the player’s army. The movement of the unit, firing the various guns, control of ammunition types, etc. all relying and directly controlled by player and thus the game conveys tactical action in it’s very essence.
- Destructible interactive environments. During the battle almost any object of the game can be destroyed or set on fire. Furthermore, all objects, including craters from explosions, may be used as cover.
- Atmosphere and realism. Even in large-scale game battles, it is necessary to take into account factors such as the supply of fuel and ammunition of each single unit. The precense of inventories for each unit limits the number and size of transported objects. Guns’ accuracy and penetration decreases with distance. Tired soldiers reduce the movement speed during long crossings. The influence of these and many other factors makes possible to reproduce the battles of World War II with a adequate degree of realism, most involving the player into the atmosphere of heated battles of the past.
- Modular realistic damage system. Any vehicle, regardless of its type, is composed of a set of modules that can be broken or destroyed. Types of ammunition, characteristics of guns, shooting distance, angle of armor, armor plate thickness and the threshold of material fatigue are taken into account, when calculating the piercing capability and damage caused to each of the component. Additionally, there are calculations of the probability of detonation of ammunition, engine fires, damage to wheels or tracks (which leads to immobilization of combat units). If a component is not destroyed, it can be repaired.
- Wide range of opportunities for infantry. Intelligence, combat, capture and repair of equipment, installation of anti-personnel and anti-tank obstacules of different types, construction of protective structures, health treatment, cover usage, ability to change through primary and secondary weapons, capture of buildings and territories.
- Great number of different types of weapons and ammunition. Pistols, submachine guns, machine guns, rifles and carbines, various types of grenades, dynamite, mines, knives and other items of equipment that are unique to each nation.
- Advanced Artificial Intelligence (Advanced AI). Infantry’s behaviour based on the feedback information from their own sensors (vision and acoustics), as well as allies’ signals. This allows the use of diversionary tactics, sending scouts into the enemy's rear, as well as to open the visibility with the help of special devices - observation towers, binoculars, telescopic tubes and sniper scopes. The morale of the infantry depends on the balance of forces on the battlefield - the soldiers may decide to advance or to withdraw from the fight.
- Conceptual new interface for convenient control.
- Enhanced game engine Gem2. Reworking of the game engine allows to provide a new level of graphics, the implementation of new and improvement already familiar to users game mechanics.
- OSX, Mac. Linux support.
- Full Steam support. Matchmaking, workshop, steamcloud, tradecards, achievments, steamstats, inventoryitems.
- OS: Ubuntu 12.04
- Processor: 2 GHz Intel Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatibleNetwork: Broadband Internet connection
- Storage: 5 GB available space
- OS: Ubuntu 15.04
- Processor: Intel Core i5-2.5GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
- Storage: 5 GB available space
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