Hi, friends!
New DevDiary straight from our DevHearts is already here! As we promised, closed alpha testing has begun before the end of the quarter. And it is both joyful and anxious since we’ll get the first feedback. We recruited about ten alpha-testers (at this stage we need very few) and in due course we’ll add a couple more. Now it is more important to get a general impression of the basic gameplay, rather than finding all bugs.
Our games are quite complex, and we are proud of it :) But the tough side of hardcore games is that if you didn’t listen the lecture course by your friend about how to dominate in the game session - well , it is likely that you will enter the game and just die. Then again ... and again and again. As it should be, you are not in Disneyland, son. But the defeat should be understandable. In a case with MoW games ... you continue to suffer until someone says to you: Buddy, direct control was invented for a reason. And sometimes even longer. Previously, it was singleplayer part of the game, where you could pass through the gentle tutorial, then you could struggle in the campaign and only after go to the multiplayer session and feel your helplessness. There will be no singleplayer in Soldiers: Arena. Tutorial is therefore present and it is fun and interesting, but how to lure the player into it? And then , does anyone beleive that the classic run-of-the-mill player who comes into the multiplayer game, expecting fierce PVP, sees the "Tutorial" button and speaks to himself: "Oh hell! There is a training part here! I’d rather play into it"?. We don’t know such people. Tutorial is needed the most for the guy who already realized that this game is what he wants to play, and wants to understand it! So now we're focusing on how to make the game understandable to the beginner, without affecting its hardcore-part.
That is why in a closed alpha there are only a few people from the community. Now we need to understand if the core gameplay of the game is clear for the newcomer. After all, it’s better to change something in the gameplay now if needed.
And in order to make this chilly evening (for us, at least, it is so) more cozier… Here is the brand new render of the 5 cm leGrW 36 straight from the loving hands of our modellers and some facts about it.
1. The Rheinmetall-Borsig AG was the company that manufactured this technically advanced, but too tricky piece of equipment. It manufactured tractors among other things. Uh ... wait ... no, it was tanks ... But since under the terms of the Versailles Treaty there were some limitations as to producing tanks in Germany, they called them ( for the purpose of conspiracy ) «Kleintraktor» ( ger. "Small tractor"), Grosstraktor (ger. "Big tractor") etc. Although Kleintraktor sounds like a new book about the adventures of Karlsson-on-the-Roof, it was still the light tank VK31.
2. The mine had such a gentle and vulnerable fuze that it was prohibited to fire the mortar in heavy rain - the mine could explode upon loading.
3. 5 cm leGrW 36 was a compact, lightweight mortar (only 14 kg and 46.5 cm in height) with a good firing rate (experienced team could fire from 15 to 25 shots per minute). But it was considered too complex and intricate by the infantry, mainly because of its sigh system which was hard to master. Partly due to the fact that under the conditions of trench warfare, it did not fulfill its goals satisfactory. Likewise, its production was rather expensive, and it was halted in 1943.
[ 2016-11-24 17:36:53 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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