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.
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Half Life 2 doesn't have dynamic shadows and it's doing pretty good don't you think?
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.