It has been a while since we last released a developer blog so let us start things off by saying that the team at FSE has been extremely busy with implementing content into the game engine and preparing for our very first internal alpha!
Today we’re pleased to show you a few-in game screenshots serving as a teaser of the gameplay video to come in the near future!
First of all, below you can find a screenshot of our new Confederate soldiers whose equipment vary from one another. More variation in equipment (Up to 3 loadouts per Regiment/Class) and faces (Which will also be customizable) will follow later. Please note that All units in game are currently using the Springfield Musket for testing purposes.
Secondly, below you can see a small line of Union infantry firing at will. The second soldier from the left can also be seen holding a rammer for his rifle. At release, we hope to be able to animate not only the ramrod, but also the musket trigger, cock, iron sights, the soldier’s bags and cap pouches.
Additionally, we’ve also been working on an advanced bullet trajectory mechanic. At the moment, the bullet trajectory takes several variables into account such as wind strength, wind direction, temperature, humidity and others. Trees, bushes flags, tents and other objects will waver reflecting the wind’s strength and direction. The weather itself will be dynamic and can change during gameplay, adding to the ambience and immersion!
Below we would like to present a screenshot showing Confederate and Union soldiers engaged in melee. The current melee gameplay is similar to that of Warband where you have 4 swing and block directions and depending on where you are looking at, you swing or block with your weapon in that direction.
The musket’s bayonet can also be attached or detached at will. When the bayonet is attached it will limit your swings to 2 directions but gives you an advantage in range and damage. When the bayonet is detached you will be able to swing in 4 directions providing less range, less damage but more versatility.
Below is yet another screenshot showing Union soldiers marching across a small wooden bridge close to the Stone House on 1st Manassas. You might have noticed different walking animations in this and the previous screenshots. In BCoF, you will be able to walk in 4 different speeds. backwards walk, forward walk, forward run and forward sprint . Furthermore, upon entering combat mode (By pressing X or any button of your choice) you will be in a special combat idle, walk and run animation as seen above.
Finally, here you can see some of our Confederate Artillery troops using the 12-Pounder Napoleon which was featured in our last blog. Artillery is still very basic at the moment (Simply pressing a button will reload and shoot it) but we will be working on that during a later stage in Development.
Please bear in mind that everything shown in these blogs is heavily work-in progress and things may change over the course of development. As getting BCoF ready for Alpha is our main goal right now, we are going to put the task of graphically overhauling the game by implementing new shaders and other technologies to the side.
Meanwhile we’ve also been upgrading our sound effects library with over 10 Gigabyte of professionally recorded sound files, while simultaneously recording our own to use and mix in a variety of ways! Work is also progressing on new maps such as the battle of Shiloh.
Thanks for reading!
Flying Squirrel Entertainment
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