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DevDiaries #54: Say 'Hi' to singleplayer mode!
With the beginning of Early Access sales, the game will be available to everybody, but it's worth to remember that by this time it will not be polished and ready one hundred percent. We would like to add and fix lots of things, but for the correct development of a multiplayer game, more players are needed. And now the player already has something to do in Soldiers: Arena. However, people with a harsh allergy to bugs have a reason to refrain from buying (there should have been a sign "Watch out. Work is in progress. Put on a helmet."). We stick to the original plan to create a game together with the community. Therefore, we did not wait long with the announcement. All in all, we try to quickly respond to your requests and implement features, add units, etc. Therefore, we want to go to Early Access as early as possible.
To meet the deadlines and achieve the desired results we often had to abandon some ideas, and to postpone others. Yes, we would also like more game factions, a full singleplayer, dozens of game maps, but not all at once. We are constantly adding new models, special effects, animations, sounds, but in the Early Access version there will still be some old variants. Factions may have gaps in the development tree, and USA devtree will suffer most, but we’ll fix this issue too. The interface will still be partially on the works, and the caring hands of optimization will most likely not get to some particularly dark corners in which bugs will wait for the player, hoping to catch him by surprise, and drag oneself to the path of darkness and hate, whispering for negative reviews about vile and greedy developers. Be strong, friend, do not despair. We will counter them with fast and powerful patches. Even now Soldiers: Arena is playable and the content in it is enough to organize serious team fights and break into the battle as one of a dozen commanders. Most of the planned features are already ready and we began to optimize the game, work on maps for the cooperative game and solve some old and annoying problems. We did not disclose some aspects of the game in the DevDiaries, so you will get a lot of new things to see, including the very combat organization, without the usual and slightly annoying buying points.
A separate paragraph with explanation deserves a multi-user focus of the game. Having defined the genre, we understood that we would need to change a lot: division into classes, combat organization, the basic gamemode, the approach to creating maps, increase the need for teamwork, to fix old engine problems unacceptable in the competitive game, like musketeer lags and the impossibility of reconnection to the session, etc. Something has already been done, something has yet to be done, and something has to be temporarily abandoned. One of the important aspects of the game that had to be sacrificed until better times was the single-player mode. On your questions about the availability of a full-fledged single-player mode in Soldiers: Arena, we usually answered with a confident 'No'. The degree of this 'No' confidence has changed with the formation of the core gameplay. Over time, 'No' has become more like 'It may well be,' and today we can say that we are seriously thinking about some campaigns. The question of having a singleplayer was always a question of economy and the desire to meet deadlines. Until we were sure, we did not want to give up hopes that we could not realize. Now, when the core of the game is formed, we can think about the historical battles, single-player campaigns (with the possibility of playing some missions with friends) and cooperative game modes that will only complement the multiplayer game. These are still far-reaching, but very realistic plans, and for the start of Early Access three maps should be ready for multiplayer games and skirmishes, and a couple of missions for the cooperative game.
PVP still tires faster than PVE, and can not be paused without provoking the rays of hatred from other players, so we would like to give more content for the cooperative and single-player games. Those who do not like brutal PVP, will be able to open all the branches of any development tree, without even going into it (although this is a little insulting to us, but still ok). And if the campaigns are only in the plans, but cooperative missions and smart bots have been in development for a long time. The style of the game, the number and intensity of the actions of bots in missions is adjusted to the chosen complexity, the level of your commander and the number of players in the team. And it's not about these bots that just beat harder and shoot more accurately, but about those who know how to be unpredictable and create interesting game situations.
By the way, we have begun work on a story mission against bots named "Siege of Argentan" for USA commanders. In this mission, the player will need to search and destroy air defense guns, seize the territory, fight massive enemy counterattacks, stop convoys trying to escape and breakthrough the blockade, and advance without stopping, because the success of this operation will determine whether the ‘Falaise pocket’ will be closed. Of course, without forgetting about saving resources and caution. Well, you know as well as we all about a lone infantryman with a grenade in the enemy rear. And you probably noticed that in this diary we are talking about the US faction, not the Allies. We decided to create more space for new gaming factions in the future. And now there are a couple of spaces in the development tree that are worth filling out. What interesting US units would you like to see in Soldiers: Arena? Write under the post, and, as usual, we wish you all the best!
[ 2018-01-11 20:10:30 CET ] [ Original post ]
Hi, friends.
That quarter in which we are going to start the sales of Early Access, has already began and we are looking with hope and anticipation into this near future, but still feeling some anxiety. From the discussions in the Steam forum it is clear that there is a misunderstanding in the community about how the game in Early Access will look like, what will be in it besides multiplayer mode, and why Soldiers: Arena is not similar to our previous games. So let’s clarify some of these.
What to expect in the Early Access.
With the beginning of Early Access sales, the game will be available to everybody, but it's worth to remember that by this time it will not be polished and ready one hundred percent. We would like to add and fix lots of things, but for the correct development of a multiplayer game, more players are needed. And now the player already has something to do in Soldiers: Arena. However, people with a harsh allergy to bugs have a reason to refrain from buying (there should have been a sign "Watch out. Work is in progress. Put on a helmet."). We stick to the original plan to create a game together with the community. Therefore, we did not wait long with the announcement. All in all, we try to quickly respond to your requests and implement features, add units, etc. Therefore, we want to go to Early Access as early as possible.
To meet the deadlines and achieve the desired results we often had to abandon some ideas, and to postpone others. Yes, we would also like more game factions, a full singleplayer, dozens of game maps, but not all at once. We are constantly adding new models, special effects, animations, sounds, but in the Early Access version there will still be some old variants. Factions may have gaps in the development tree, and USA devtree will suffer most, but we’ll fix this issue too. The interface will still be partially on the works, and the caring hands of optimization will most likely not get to some particularly dark corners in which bugs will wait for the player, hoping to catch him by surprise, and drag oneself to the path of darkness and hate, whispering for negative reviews about vile and greedy developers. Be strong, friend, do not despair. We will counter them with fast and powerful patches. Even now Soldiers: Arena is playable and the content in it is enough to organize serious team fights and break into the battle as one of a dozen commanders. Most of the planned features are already ready and we began to optimize the game, work on maps for the cooperative game and solve some old and annoying problems. We did not disclose some aspects of the game in the DevDiaries, so you will get a lot of new things to see, including the very combat organization, without the usual and slightly annoying buying points.
PVP vs PVE
A separate paragraph with explanation deserves a multi-user focus of the game. Having defined the genre, we understood that we would need to change a lot: division into classes, combat organization, the basic gamemode, the approach to creating maps, increase the need for teamwork, to fix old engine problems unacceptable in the competitive game, like musketeer lags and the impossibility of reconnection to the session, etc. Something has already been done, something has yet to be done, and something has to be temporarily abandoned. One of the important aspects of the game that had to be sacrificed until better times was the single-player mode. On your questions about the availability of a full-fledged single-player mode in Soldiers: Arena, we usually answered with a confident 'No'. The degree of this 'No' confidence has changed with the formation of the core gameplay. Over time, 'No' has become more like 'It may well be,' and today we can say that we are seriously thinking about some campaigns. The question of having a singleplayer was always a question of economy and the desire to meet deadlines. Until we were sure, we did not want to give up hopes that we could not realize. Now, when the core of the game is formed, we can think about the historical battles, single-player campaigns (with the possibility of playing some missions with friends) and cooperative game modes that will only complement the multiplayer game. These are still far-reaching, but very realistic plans, and for the start of Early Access three maps should be ready for multiplayer games and skirmishes, and a couple of missions for the cooperative game.
PVP still tires faster than PVE, and can not be paused without provoking the rays of hatred from other players, so we would like to give more content for the cooperative and single-player games. Those who do not like brutal PVP, will be able to open all the branches of any development tree, without even going into it (although this is a little insulting to us, but still ok). And if the campaigns are only in the plans, but cooperative missions and smart bots have been in development for a long time. The style of the game, the number and intensity of the actions of bots in missions is adjusted to the chosen complexity, the level of your commander and the number of players in the team. And it's not about these bots that just beat harder and shoot more accurately, but about those who know how to be unpredictable and create interesting game situations.
By the way, we have begun work on a story mission against bots named "Siege of Argentan" for USA commanders. In this mission, the player will need to search and destroy air defense guns, seize the territory, fight massive enemy counterattacks, stop convoys trying to escape and breakthrough the blockade, and advance without stopping, because the success of this operation will determine whether the ‘Falaise pocket’ will be closed. Of course, without forgetting about saving resources and caution. Well, you know as well as we all about a lone infantryman with a grenade in the enemy rear. And you probably noticed that in this diary we are talking about the US faction, not the Allies. We decided to create more space for new gaming factions in the future. And now there are a couple of spaces in the development tree that are worth filling out. What interesting US units would you like to see in Soldiers: Arena? Write under the post, and, as usual, we wish you all the best!
[ 2018-01-11 20:10:30 CET ] [ Original post ]
Soldiers: Arena
Best Way
Developer
Best Way Soft
Publisher
To be announced
Release
Game News Posts:
122
🎹🖱️Keyboard + Mouse
( reviews)
The Game includes VR Support
Soldiers: Arena will take you to the battlefields driven by the largest and bloodiest conflict of all time - World War II. This is the height of war, this is the time for real heroes.
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.
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.
MINIMAL SETUP
- 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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