Welcome to 1944 D-Day : Operation Overlord.
1944 D-Day : Operation Overlord
is the simulation of an event. It does not strive to tell the story of one unit or one squad. Instead it endeavors to tell the story of the battle. The game at its core is driven by a highly adaptable AI system, this AI system controls over 250,000 units in real-time. Moving them all around the battlefield and adapting their orders, objectives and tasks to an every evolving battlefield.
As the player the game is in your control. You have the ability to choose from any unit in the battlefield, so you will always find something interesting to take part in. If you are a war nut, fan of tanks, planes, infantry or squad based combat, or just interested in large scale first person shooters. 1944 D-Day : Operation Overlord will always have something distinct and interesting to offer you.
Some Important things to note about 1944 D-Day : Operation Overlord:
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Just added 2 new images of a region currently in development:
While the image may look like a mononpoly board it does have some rather unique traits. Each block on the map acts as the foundation for our buildings, each foundation is aligned, measured, named and weighted correctly. Allowing for our mappers to quickly block out all of Normandy, and then gradually replace each block with a building that fits it's position.
This workflow took a while to work out correctly but it now affords us the ability to develop the level extremely fast and focus on getting a huge level of detail into the game.
oh, sorry i missed the shadow part
Again:
Real Time Lighting and Dynamic Soft Shadows
Real Time Ambient Maps
I would also like to point out the implementation we are using is pretty efficient.
Yeah but u gotta have Dynamic shadows to keep up with modern retail games. Every ones got them. Even OFP 1's got some dynamic shadows. Half Life 1 can have fully dynamic environment and character shadows with a 9mg patch.
I don't believe Operation Flashpoint reached the level we are aiming for? Although I certainly believe Flashpoint 2 and ARMA 2 will be getting closer and closer to what we are aiming for.
Regarding Engine Features:
Large Scale Terrain (Upto 32km x 32km per chunk)
Volumetric Clouds, Fog etc.
Real Time Lighting and Dynamic Soft Shadows
Real Time Ambient Maps
Subsurface Scattering
Normal Maps and Parallax Occlusion Maps
Motion Blur & Depth of Field
High Dynamic Range (HDR), Bloom and other Eye Adaptaion Tricks
Ocean & River Technology
Then there is the AI, Animation & Audio system which are directly coupled together to ensure it's a more coherent world.
Obviously we are doing our best to evolve the technology and put it to good use.
Is This game gonna have dynamic shadows?
FPS / Simulation so it's not traditionally an RPG, but there is obvious overlaps due to the nature of the simulation.
So is this an FPS? or an RTS? or is it a combination of FPS/RPG like Elder Scrolls Oblivion?
Operation flashpoint's got a similar idea.
I've added the M5A1 Tank, with full interior, some general info on the M5A1:
Along with it's British designation Stuart VI, the US built M5/M5A1 was the most common light tank used in NW-Europe during the Allied invasion although the British still used a majority of M3/M3A1/M3A3 (Stuart III/IV/V) light tanks.
The main differences between the M5 and M5A1 was the improved turret with increased room and space at the rear for a radio set, pistol ports and larger escape hatches. The anti-aircraft machine-gun mount was moved to the right.
The vehicle you see is the early version of the M5A1, the late version had a folding pintle mg mount surrounded by a shield and large stowage bin on its rear.
With it's relatively poor 37mm M6 gun against German armour, the M5A1 was often relegated to scout and reconnaissance roles, but with its three machine guns was still an effective infantry support platform.
Because of its light armour life was tough for M5A1 crews as one-in-three would be killed after armour penetration (mines, at-guns, at rockets etc.) compared to the rate of one-in-five for medium tanks. Armour commanders tended to shy away from deploying them in areas known to have strong anti-tank defences.