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Hi, friends.
There will be no walls of text today. So you can just start with admiring the beauty of Polesie. Last week's playtests run there already. Although the map is not yet ready 100%, the Ukrainian huts and swampy terrain added a variety to the testing process. All these rivulets, islets of greenery, this particular boat, you know ... pleases the eye. By the way, be careful with this screenshot. It causes a strange desire to get a fishing rod, to grab bloodworms and go fishing, even for those who despise the sunshine and are sure that the best place in the world is in the comfort of his own home with air conditioning. If you did not succumb to the temptation to go into the night in a raincoat, then in this diary you can find some info about the metagame interface.
Earlier we wrote about the interface in Soldiers: Arena, but mostly about the part of it that the player sees inside the session. The interface of the metagame remained off-screen, partly because it just began to fill up with artwork. In our case, the meta is what happens outside the game session - commanders’ creation, the recruitment of your army, the opening of new units, etc. In the screenshot below you can see the main interface page in its working form. Of course, this is not the final state and it will change again and again, but we promised to keep you informed of the development. We must apologize to our english-speaking community cause there is no english localization in it now.
Any good interface should be adaptive to various screen resolutions, pleasant to look at, as convenient and intuitive as possible, and only after that contain the permissible number of kittens. The player should feel himself comfortable in the meta-game, because he will spend a lot of time there. Depending on how much your deck matches your style and the role you choose will determine on which team will win. In Soldiers: Arena there are no useless units, but not all of them are equally useful for any commander. It takes time to experiment and find your top units. And all this time the player should not be puzzled with where he can find the developers rich inner world for the "OK" button. So we did not overdo it in this aspect, and the interface will be familiar for most players.
In some places, of course, you have to break your head in search of a balance between informativeness, functionality and beauty. For example, with the location of the unit on the icon. Which, in your opinion, is optimal?
We continue to draw icons, arts (one of which decorated the interface page a little earlier) and portraits. This is how the portrait of the German commander changed from the first iteration to the last.
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We would not like to end the diary with his stern gaze, so below is another screenshot from Polesie. Wish you all the best and let’s go back to the old ways and rampage to ask about the release date in the comments below :)
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[ 2018-04-19 17:53:20 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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