Hi, friends.
We continue to share with you the latest development results. Now we are working on a system of visibility zones (further viewports) in Soldiers:Arena. We have repeatedly said that between balance and realism, we will rather choose the former. But this is only in a situation where the choice is inevitable. In most cases, you can get both. And our today's diary about a similar case. Any unit in Soldiers:Arena has its own set of viewports and we now writing and changing for them some general and particular rules. We add viewports to the commander's machine guns and usual ones, to all observation slots. We added dependence on the unit type. For example, the SPG with closed superstructure sees much less compared to an open-top one.
A couple of text examples.
Each unit has a viewport suitable for its combat tasks, strengths and weaknesses. For example, the best round viewport will be found in the motorcycles and special infantry like jaegers ( you helped to find the name for them). Units, that rely on brains, scouting and reconnaissance more than a fistful of steel. And heavy tanks have the worst in comparison. That's why they need more support than others. As we already wrote earlier, the cannon crews are now not so visible when shooting. In fact, their exact location is unknown until they reach the enemy's field of vision. In addition, they have better gun viewports in comparison with the tank ones. This combination makes them dangerous on long distances. But if you let the tank close enough - this particular cannon will soon be no more. There are some types of infantry in the game with a camouflage skill and most other units can only see them from a close distance. Besides jaegers, special forces, officers and saboteurs who can detect them on the entire field of view. It should be noted that loud shooting unmasks any fighter. Therefore, in the arsenal of some squads there is a silenced weapon, shooting from which doesn’t lead to detection.
And a couple of visual examples.
Next, for a better visualization of the process, we’ll show some screenshots from the editor, which show the viewports in their debug mode. You won’t see any unnecessary lines in the game ofc. So here is the specific visual example. Here is our KV-1.
It is so lonely and lifeless. But by just putting a soldier in it will trigger the round and driver’s viewports to start functioning.
We'll send two more guys there and viewports of the main gun and rear turret machine gun will start to work.
And here, for example, an armored vehicle, fully loaded with infantry, ready to kill any living creatures offending or defending.
Viewports are now at the development stage, so do not hesitate to write your suggestions in comments.
[ 2017-03-09 18:05:19 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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