Devblog #9
Hi everybody, we are back with our first Devblog of 2018. We hope you had a great Christmas and an outstanding new year. So let's get on with the blog.
We are on target for our release to Steam's Early Access, we also want to release a quality product and a solid foundation for the game. From that foundation, we the TacByte team with the help of you and the community can make the game we all really want to play. we also have to be realistic, we are developing the game voluntarily in our free time and have real-life commitments jobs and families etc. Right now we can offer a really fun playable gaming experience which will only improve over the course of the development process. Currently, we are solely focused on creating that solid foundation before we release the game via Steam's Early Access. As always we will be transparent about the development, our triumphs, and our failures. Please be aware, if we do have a very good reason to postpone the EA release to increase the quality of the game or to fix major bugs/problems that may arise, we will do but reluctantly. But if that does happen, we will let you know immediately. So here is what we want before we release the game on Steam for Early Access, it's like a glimpse of our roadmap for this stage of the development.
We will launch official servers and also to have a selection of private servers (servers ran by players) to help cover more areas and so we have enough servers for player demand. We can confirm that we will have plenty of TacBytes servers located in Germany and we will have at least two servers in North America. This means you won't be able to run a private server on Day 1 of Early Access, but, we will be releasing a server pack via SteamCMD as soon as we can. There will also be a Linux version of the server files sometime in the future.
The game will have at least one fully animated weapon for each class, right now, we can confirm both the Desert Eagle and AK47 are completed, we have more weapons that are half done (Baretta, Glock, MP5A2, SPAS12, M4A1) and some if not all will probably make it into Early Access. The MSG90 will be added with or without animations because it uses a scope and is playable without the complete animation. Movement Animations are very basic, they can look stuttery and will need more work, we would like better animations for movement but they can be done while we are in Early Access. 3rd Person Animations: Another one we would like before Early Access but will probably be further on in development. 1st Person Animations: Missing Weapon animations will be added one by one and get patched in with our updates these to will more than likely done after we have released on Steam.
We have completely changed the process of building the server/game files, we now generate new server/game files every night, With this, we can directly react to the Alpha testers, implement a fix or add content and see the results the next day, this rapid iteration of builds should make the development process a lot quicker, also, The Unreal Engine was recently updated, we have also updated our game and are now developing using the newest version of the engine.
[ 2018-01-17 18:44:12 CET ] [ Original post ]
DEVBLOG #9
Back in business!
Hi everybody, we are back with our first Devblog of 2018. We hope you had a great Christmas and an outstanding new year. So let's get on with the blog.
Early Access
TacByte
We are on target for our release to Steam's Early Access, we also want to release a quality product and a solid foundation for the game. From that foundation, we the TacByte team with the help of you and the community can make the game we all really want to play. we also have to be realistic, we are developing the game voluntarily in our free time and have real-life commitments jobs and families etc. Right now we can offer a really fun playable gaming experience which will only improve over the course of the development process. Currently, we are solely focused on creating that solid foundation before we release the game via Steam's Early Access. As always we will be transparent about the development, our triumphs, and our failures. Please be aware, if we do have a very good reason to postpone the EA release to increase the quality of the game or to fix major bugs/problems that may arise, we will do but reluctantly. But if that does happen, we will let you know immediately. So here is what we want before we release the game on Steam for Early Access, it's like a glimpse of our roadmap for this stage of the development.
The Game...
- to be downloadable through steam
- to updates through steam
- to have the following Gamemode: Team-Deathmatch
- to have the following Scenarios: Hostage Rescue, Bomb Scenario, Hacking and Escape.
The Servers
We will launch official servers and also to have a selection of private servers (servers ran by players) to help cover more areas and so we have enough servers for player demand. We can confirm that we will have plenty of TacBytes servers located in Germany and we will have at least two servers in North America. This means you won't be able to run a private server on Day 1 of Early Access, but, we will be releasing a server pack via SteamCMD as soon as we can. There will also be a Linux version of the server files sometime in the future.
The Animations
The game will have at least one fully animated weapon for each class, right now, we can confirm both the Desert Eagle and AK47 are completed, we have more weapons that are half done (Baretta, Glock, MP5A2, SPAS12, M4A1) and some if not all will probably make it into Early Access. The MSG90 will be added with or without animations because it uses a scope and is playable without the complete animation. Movement Animations are very basic, they can look stuttery and will need more work, we would like better animations for movement but they can be done while we are in Early Access. 3rd Person Animations: Another one we would like before Early Access but will probably be further on in development. 1st Person Animations: Missing Weapon animations will be added one by one and get patched in with our updates these to will more than likely done after we have released on Steam.
Daily Builds and Engine Update
We have completely changed the process of building the server/game files, we now generate new server/game files every night, With this, we can directly react to the Alpha testers, implement a fix or add content and see the results the next day, this rapid iteration of builds should make the development process a lot quicker, also, The Unreal Engine was recently updated, we have also updated our game and are now developing using the newest version of the engine.
Polishing and Features
- Overhaul of our Main menu (done)
- Overhaul UIs (WIP)
- Overhaul Buymenu (WIP)
- Overhaul Server browser (WIP)
- Recoil System (WIP)
- Female Skins (done)
- Skin Selection (done)
- Integrated Music (WIP)
- New Buy Menu (WIP)
- Fixing Bugs (WIP)
- Map Vote (done)
TO4: Tactical Operations
TacByte
TacByte
2019-12-19
Indie F2P Multiplayer EA
Game News Posts 68
🎹🖱️Keyboard + Mouse
Mostly Positive
(269 reviews)
https://www.to4.co/
https://store.steampowered.com/app/690980 
TO4 Client Linux [28.29 G]
TO4: Tactical Operations brings back those nostalgic feelings you know from the early days of online shooters. We love that sheer easy-to-learn-hard-to-master attitude. The fun of playing with friends in a game where you need tactics, ammo clips, bravery and perhaps a bit of luck.
Game Modes
TO4: Tactical Operations brings the game modes that we all know. Teamplay on every map with bombing (and/or defusing) scenarios, hostages rescue, the hacking of important assets and escaping with the whole team before the other team finds you. And most important, if you don’t succeed in one of those objectives, you always have the classic Team Deathmatch.
Playing the game
The game is a classic round based game. At the beginning of the round you can buy weapons, armour, and grenades with the money you have earned the round before. When you and your comrades are all geared up, you will find yourself in unique worlds where you will have an objective. Complete the objective, wipe out the entire other squad or let the round time run out. The choice is up to you. But it will reward you with stronger weapons, good map rankings and good long fights.
Key elements
The movement of TO4: Tactical Operations is something unique. The game is fast, an almost arcade-like feeling in a realistic world. Carrying a knife, pistol or rifle, your movement speed will not differ. Jumping, crouching, swimming, climbing ladders, you are in control of the direction you take. Gunfights you ask? Well, we do have a lot of guns in the game, and each has a unique feeling to it. You will find yourself switching between your 3 weapon inventory slots to win that 1 v 1 battle with an opposing player. Firefights take longer, you will not die instantly from only one shot. But the better your aim, the faster your opponent will go down.
Multiplayer
TO4: Tactical Operations development is focused on multiplayer gameplay. We love to play versus real people and not unimaginative bots or learnable AI, we have made this easy with an In-game server browser to help you find a good place to have fun with friends and other players or to find the most challenging game for your level of gameplay
Game Modes
TO4: Tactical Operations brings the game modes that we all know. Teamplay on every map with bombing (and/or defusing) scenarios, hostages rescue, the hacking of important assets and escaping with the whole team before the other team finds you. And most important, if you don’t succeed in one of those objectives, you always have the classic Team Deathmatch.
Playing the game
The game is a classic round based game. At the beginning of the round you can buy weapons, armour, and grenades with the money you have earned the round before. When you and your comrades are all geared up, you will find yourself in unique worlds where you will have an objective. Complete the objective, wipe out the entire other squad or let the round time run out. The choice is up to you. But it will reward you with stronger weapons, good map rankings and good long fights.
Key elements
The movement of TO4: Tactical Operations is something unique. The game is fast, an almost arcade-like feeling in a realistic world. Carrying a knife, pistol or rifle, your movement speed will not differ. Jumping, crouching, swimming, climbing ladders, you are in control of the direction you take. Gunfights you ask? Well, we do have a lot of guns in the game, and each has a unique feeling to it. You will find yourself switching between your 3 weapon inventory slots to win that 1 v 1 battle with an opposing player. Firefights take longer, you will not die instantly from only one shot. But the better your aim, the faster your opponent will go down.
Multiplayer
TO4: Tactical Operations development is focused on multiplayer gameplay. We love to play versus real people and not unimaginative bots or learnable AI, we have made this easy with an In-game server browser to help you find a good place to have fun with friends and other players or to find the most challenging game for your level of gameplay
MINIMAL SETUP
- OS: Xubuntu 18.04 LTS
- Processor: Intel Core i5 3570k / Ryzen 5 2400GMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Geforce GTX 1050ti / AMD RX 570Network: Broadband Internet connection
- Storage: 30 GB available spaceAdditional Notes: We try and make the game run on Linux. but it's not supported
- OS: Ubuntu 18.04 LTS
- Processor: Intel Core i5-7600K / Ryzen 5 2600xMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: Geforce GTX 1070 / AMD Vega 56Network: Broadband Internet connection
- Storage: 30 GB available spaceAdditional Notes: We try and make the game run on Linux. but it's not supported
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 1903 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB