RUNNING WITH RIFLES Demo Beta 0.76 Linux
Dec 19, 2012 Demo 0 commentsSingle player, one map without vehicles, rank progression capped. Full beta version available in Desura!
Pick up your rifle and join the Green or Grey army in their mission to send the enemy home in a box! RUNNING WITH RIFLES is an open world, top-down, tactical shooter for single player and multiplayer online, that puts you right in the middle of chaos in towns, trenches and forests turned into ruthless battlefields, controlling just one soldier in an army of several hundreds. In a war where men die like flies and endless streams of reinforcements run to fill the void, it takes tactics and marksmanship to capture territories effectively. The open world nature of the game enables you to use a multitude of approaches to help the front line move – it's up to you to shape your role. Experience the complete arc starting as a private hardening into a high ranking officer with a squad under command, arming yourself with a variety of weapons and vehicles on your way to glory!
4 comments by pasik on May 21st, 2013
Hey there!
So, we've finally made it to a point that we got
to get the medic feature into gameplay! While you might wonder why opt for getting wounded and hope for a medic to come to get you back into game rather than just dying and running back to the zone as another soldier, it's primarily the rare weapons that are meant to make you want to get that vest on; otherwise you'll lose the rare weapon on respawn.
In this version, we've also enabled the rare weapons in classic single-map matches, which means those PvP oriented online matches, or single player, might experience some player(s) getting temporarily overpowered if they manage to find a rare. Easiest way to find one is to listen, it's the bots that usually happen to bring them into a battle, but you might find one in a crate too. Can't wait to see the players getting hunted for the weapons they carry :)
Other than that, plenty of tweaks here and there, a new weapon, a new mortar call, and a hefty amount of new modding potential; map size is open now, for one. See the detailed change log here.
0.89 or 0.90 will see plenty of changes under the hood to make it easier to create server-specific settings for match resources without clients having to download overlay mods to be able to join a server. This should make it easy to alter active weapons, items, vehicles and factions strictly on server side, clients will get the relevant info from the server to configure their game session accordingly and load the needed resources if they have them available. This will make it possible to set up a broader variety of matches in single player too, hopefully including single player Invasion.
Single player, one map without vehicles, rank progression capped. Full beta version available in Desura!
Single player, one map without vehicles, rank progression capped. Full beta version available in Desura!
The demo features the single player mode from the full beta with the second map included, with some weapon, rank and difficulty limitations.
The demo includes all the features in the full beta 0.4, except online multiplayer. The demo was initially released on September 16th 2011. The full beta...
Highest Rated (14 agree) 10/10
This is a great game. I've described it to friends as a combination between General Chaos, Cannon Fodder, a rather obscure but innovative game called Net War and once vehicles are added, even a touch of Warhawk. On top of all of this, the developer is great and really listens to the community.
Jun 14 2012, 7:45am by gnrlchaos
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Your game being discussed here.
I really love how much progress this game made already!, Keep up the good work Jack!
a missing file slipped through in 0.86, sry for that.
As a quickfix, you just need to add a mesh file as seen on the forum:
Modulaatio.com
It is fantastic Henley and it is getting bigger and better each release. I jumped in early and it is totally worth the 7 bucks! Easily one of the better games I have seen in a while. Like Cannon Fodder meets Army Men (the plastic guys not the game) meets Battlefield. Lots of modding potential as well. It competes for my M&B Warbands and Jagged Alliance 2 time. Brilliant little game.
I was wondering if it was POSSIBLE that the community or someone else would be able to make something along the lines of a "DayZ" MOD for this game, I think it would work really well and be probably hands down the most entertaining game i've played ever. Just my thoughts =3
I was thinking that too. Running from Zombies =)
... no... just... not everything has to have DayZ in it. Especially this. Now, it might be interesting to see a some type of invasion style mode, or zombies mod, or something simple, but... still... that's pushing it...
i like the gameplay but when in game i have no idea if i'm doing well or not. i could kill 30/40 guys and still lose a zone or run around without any clear direction.
objective arrows for contested zones would at least give a better direction to the player in combat. gameplay is sold though, it feels really good to get a few multikills going.
I'm not sure I follow you entirely on the feedback, but maybe it's just that I've been with the game for way too long by now :)
Base capture basically works on the principle of having more alive troops in the base center area and perimeter than the enemy. You can't really capture a base alone unless you attack a side base in which you can eliminate every enemy soldier fast enough before the enemy sends in the reinforcements there.
Also, the enemy might be attacking another base not near your location, which causes your faction to lose/win bases from time to time without your involvement, so you can't take every event happening in the game as a result of your actions, as in to determine if you're doing well or not.
In the map, and at the edge of the screen, you can see the primary target where your faction is focusing the attack, that's where the main battle is happening. Your faction keeps sending waves of troops there until you manage to capture the area.
Also, when you roam around the various bases, when you're in the territory, you can see the approximate force division between your faction and the enemy in the meter at the bottom of the screen beside the base name. When the meter goes about 70% green, that is if you're playing on Green faction, you're close to capturing the base and the timer starts to run. If you and your buddies can hold the meter that way for 10 seconds, that would happen by continuing to kill the enemy soldiers while staying alive or having more of your troops coming in there, the base is yours.
[Oh well, I started to write another book here]
Part of the game idea is that there are no explicit objectives, other than "get all those bases captured one way or another".
On a strategic level, I could say attacking with the AI at the attack focus target would be one way, tracking down the comms truck and destroying it would be another, capturing less-defended side bases with your own squad or cooperative players would be one more.
On a tactical level, I personally see objectives everywhere, "help this squad push through here as they're obviously pinned down by the enemy -- do that as a sniper from the roof over there or lay down and keep providing suppressive fire down the road, destroy the enemy APC which is stopping us from advancing", and so forth. Maybe I tend to immerse myself in the game pretty well that I play it this way; as a dev, I could say that's the way it works :)
On yet another note, in Invasion online mode, we'll be adding new item based tasks once we get the item system and the items implemented. Doing these tasks don't directly help your faction in battle, but will provide more of personal progression and help you gain call services from the faction (like mortar strikes) and enable you to use the better weapons.