Chapter One: Overlord

Traction Wars is a Free to Play, standalone WWII Realism Game utilising the CRYENGINE. It will offer a gaming experience that highlights realistic and historically accurate environments leading you through the battlefields of WWII. The first release "Overlord", will feature the early stages of the Normandy Campaign between the British and German Armies. From the infamous D-Day invasions through to the capture of Caen in the Summer of 1944, players will take part in some of the most fierce and bloody battles in history. Traction Wars will be released in a series of chapters, each expanding upon the previous. Chapter One: OVERLORD, is currently in development.

The following features will be included in the first release:

  • Two Nations (Britain and Germany)
  • Teamwork Orientated Gameplay
  • 20+ beautifully authentic WWII weapons
  • Squad & Command System
  • Balanced & Historically Accurate Class System
  • Historically accurate and detailed maps
  • Custom Interfaces and HUD
  • Original Soundtrack

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Blog RSS Feed Report abuse Latest News: Dev Blog #21: Digging into the Detail (3/3)

4 comments by [TWDEV]_General_Naga on Dec 9th, 2014

Hi everyone and welcome to the third and final piece in our “Digging into Detail” series. My name is [TWDEV] Maniche and I’m the Lead Level Designer here at Traction Wars as well as being part of “Sword” mapping team alongside [TWDEV] Mars and TWDEV [RvtL]. I’m here to bring you the final result of everything we’ve been blogging about over the last couple of weeks.

Today we’ll make use of everything Mars and RvtL have covered in part 1 & part 2 of the dev blogs and bring it all together into our finalised scene. I’ll go through each step along the way and give some examples of tricks we use.


I’ll start of with this empty area that you can see in front of you. In our first part by Mars we talked about how we make use of historical maps and references to pin-point exactly where buildings were located and position them accordingly. You may notice that the ground has already got a lovely grassy terrain texture, created using the steps RvtL discussed in second part.

Please note the images we are using for examples are work-in-progress or demonstration shots.


I start off by “white-boxing”. In other words, placing plain boxes to form the basic shapes of the agreed game-design. The concept is that the bigger boxes are buildings and smaller, thinner boxes are walls or fences. In the image above you can see both a wall on the right and a fence on the left. The wall provides great cover. While the fence provides only visual cover and allows other players to flank the position."


Then I like to place the larger objects, followed by the smaller objects which are key to the game-design element and the bigger trees/bushes. This all gives a better idea of how the scene could look allowing us to tweak the design at this early stage.

It’s important that we always white-box before beginning with the environmental element (small props, decals, plants etc..) so you end up with a properly balanced and thought through environment and game area. It helps to prevent time-consuming changes later in the process which are inevitable if we go straight into the detailing stage.

After that I like to hide the boxes to reveal the more complete scene. The next step is to layer paint in the details and especially give attention to areas where light and shadows will be cast.


The next few steps after this is pretty much straightforward. Since we’ve already established the game-design we now need to bring the level to life and look as natural as possible.

I strive for a look that feels believable. Giving the scene it’s own little background story really helps in the designing & placing of the environmental assets and doing all the details e.g. the little tool rack next to the ladder.

My story went along the lines of a small farming family barricading their house, to the best of their ability, to try to protect themselves from the imminent battle between the ever nearing Allies and Axis defenders. They might be making some window-shutters to protect the windows, moving unused furniture and garbage out of the house and so on. The concept of a story driven scene works well and this is just a fraction of what you as a level designer can do with it. Try it out!


That brings the final piece of the “Digging into Detail” blog series to a close. I hope you’ve enjoyed it. We’ll definitely be doing another series in the future. For those of you who also enjoy mapping, I hope you’ve learned more about our practices and picked up a few hints and tricks along the way.

We've got more updates in the pipeline so be sure to check-in again soon.



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Post comment Comments  (50 - 60 of 449)
Tufst1.1
Tufst1.1 Feb 11 2014, 11:43am says:

Quick question, this may sound dumb but is the game kinds like Planet Side but more WW2 based WW2?

+2 votes     reply to comment
Roughbeak
Roughbeak Feb 14 2014, 12:34pm replied:

Many have said it will be similar to Battlefield 2 mod: Forgotten Hope 2, but even better realism and accuracy.

+4 votes     reply to comment
Wulfburk12
Wulfburk12 Feb 17 2014, 9:08pm replied:

Nice :) Forgotten hope 2 is my favorite game of all time, cant wait for this!

+2 votes     reply to comment
balck
balck Apr 26 2014, 4:50am replied:

Can they make it more like Battlefield 1942, Fun? Instead of annoyingly frustrating in every way possible like Forgotten Hope 2?

+1 vote     reply to comment
Brainlaag
Brainlaag May 11 2014, 6:41am replied:

I hope they don't go for either. Both are terrible generic games by now and I've been dying to have an historically accurate and somewhat realistic/tactical game for a loooonngg time.

+1 vote     reply to comment
Generalfeldmarchall
Generalfeldmarchall May 29 2014, 11:37am replied:

i thought FH2 is pretty accurate at historical.

+2 votes     reply to comment
balck
balck May 17 2014, 9:49am replied:

Red Orchestra 2 or 1 are the ones you're looking for.

+1 vote     reply to comment
Brainlaag
Brainlaag May 19 2014, 11:05am replied:

Nope, while the RO has some realistic approaches (especially thanks to mods like Darkest Hour), RO2 failed miserable in that aspect and simply didn't incorporate proper tactical depth into the game (not to mention the historically inaccuracies). I was thinking more of something similar to OFP, Hostile Intent, SWAT or Raven Shield in terms of gamepace and team cohesion.

+2 votes     reply to comment
Generalfeldmarchall
Generalfeldmarchall Jun 22 2014, 11:59pm replied:

oh you mean the tactical? i thought was like the history of the battle of Stalingrad its self.

+1 vote     reply to comment
cinco
cinco May 28 2014, 6:28pm replied:

then you're stupid, because ww2 tactics weren't like that at all.

-1 votes     reply to comment
Brainlaag
Brainlaag Jun 6 2014, 5:59am replied:

Reading and comprehension isn't your strong point ey? I'll repeat it for you: "I was thinking more of something similar to OFP, Hostile Intent, SWAT or Raven Shield in terms of GAMEPACE and TEAM COHESION.

Now, off to middle school boy!

+1 vote     reply to comment
Wulfburk12
Wulfburk12 May 9 2014, 5:01pm replied:

guess you never played PR have you? If you got that idea from FH2, which is more of a compromise between arcadey and a simulator... (PR being the latter and BF1942 the former)

+1 vote     reply to comment
stephenmbanham
stephenmbanham Dec 18 2013, 5:07pm says:

Hey! We're doing an Indie Of The Year special series on the Top 100! And we featured your game!

Check it out? Youtu.be

Thank you so much in advance! and we hope you like the video!

Alot of team effort went into it! So if you could help us out and spread the word we'd be so grateful and thanks again for your amazing game!!!

+8 votes     reply to comment
Sgt_Prof
Sgt_Prof Dec 23 2013, 8:18am replied:

Hooah ! This game already looks freakin ossum !

+4 votes     reply to comment
SirApple
SirApple Dec 21 2013, 2:32am replied:

Much appreciated, thank you for the support! :)

+4 votes     reply to comment
Skr13
Skr13 Dec 8 2013, 2:37pm says:

Awesome job devs, looking at the screens I feel nostalgic, and that is great :)
I would like to see objects like hay bales, broken trees, sandbags etc, across the open normandy fields to provide some kind of cover to the troops, and of course the popular hedgerows.
Thanks for for keeping the dream of many of us alive with this project.

+6 votes     reply to comment
Sulieman
Sulieman Nov 7 2013, 11:13am says:

Tractionwars.com
Everyone register up so you will know all updates and stuff!

+5 votes     reply to comment
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Traction Wars
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