Hi, friends.
We are people too, so the desire to draw a line under the ending year is close to us. Therefore today's blog is a trip into the past year plus a couple of words about our plans for the future. Anyone who has followed the development from the beginning, knows that our steam game page was created in December, 2015. So a year of work on Soldiers: Arena coincides with the calendar year up to a couple of weeks.
A lot has happened this year. In December, 2015 Soldiers: Arena was a remake of the Men of War multiplayer with some "extensions". We created new animations, tinted the sky, fixed cameras and worked on special effects. In other words, smartened the game. Plus we did some changes in the engine in order to set up the game for the needs of the Steam platform. We didn’t want the repeat of a history with GameSpy, but there was not the slightest sense in making of our own “BWPlay” or “Arena. net”.
Time passed and the number of "extensions" was growing. It became clear that we can give players a new gaming experience. Make multiplayer richer, and strengthen the role-playing component and teamplay. Add more hurricane action and we’ll have ... well, not the remake of the Men of War, that’s for sure. So we decided to do a full multiplayer game, which we wanted and we all deserved. It was in June, 2016. Oh, how many beautiful sleepless nights happened ever since! Let us recall how it has gone:
- We have created a system of character development and, in fact, the characters to develop. Now we are testing and fixing them. And as soon as we will be confident, that the only the cosmetic changes had left - we’ll tell you in detail how to level up your commander.
- Okay, we have commanders now. Next we created the "hangar", which is mentioned in the diary about the tanksman. There you can choose the perks and additional equipment for your troops, form a "deck" of the units for the next fight and so on.
- Further, it was necessary to choose the monetization model. We selected free-to-play. This is a risky step and unusual concept for our games, but we are sure that the most appropriate. There were a lot of issues with implementation, but most of them have already closed and we started the tests. All you have already noticed the test "Gold" on the shop page :)
- We have created a new gamemode and multiplayer maps that underline the gameplay to which we are going. And the new co-op mode ( we’ll tell about it later ) with the transcendent level of epicness and a number of maps for it are ready! Now we write and design training missions, both informative and interesting. So young beardless rookies that come to our community will stay with us forever.
- Move from global to local. We added lots of new features. Now you can entrench and strengthen positions ( it works only with infantry now, but we plan to introduce the possibility to place and build other fortifications, such as the breastworks, artillery foxholes, hedgehogs, barbed wire, etc.). Now we are testing the new engineer troops. And you know what? They are awesome! Medics rushed into the gameplay and have forever changed the infantry tactics. And much more.
- We made a number of additional edits. Connected backend ( statistics server ) for the game, for keeping statistics of games, commanders and so on. Connected the ability to record and view replays, without leaving the game. Backlight for units, visualization of commands, icons, revision of the visibility and detection units in the fog of war and much more.
- Changing some of the sounds. The sounds of small arms are now even more "juicy and metal." We continue to change and create animations: movement, shooting, reloading weapons, melee fight, death, mine laying and digging trenches, transit animations and many many others.
- Work is humming on new models. We have almost two hundred of units for three game factions, which need to be remodelled. And don’t forget about small and heavy weapons, projectiles, entourage, flora, buildings and other. Plus we are introducing to the game about thirty fully new units. Part of them are modifications of the existing, but most of them a new in the series: cannons, tanks, self-propelled guns and some infantry.
- And another huge piece of work on the balance. This is the invisible but terribly time-consuming part of the workflow. Edits-tests-edits and so on.
- At the end of the year we started the public (although closed for now) alpha test, and we needed to prepare for it urgently adding some new functionalities and fixing it for testing through the Steam.
[ 2016-12-29 19:43:12 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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