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 #17: Traction Wars in Motion

10 comments by [TWDEV]_General_Naga on Aug 16th, 2014

Hello there my fellow Traction Warriors. [TWDEV] Hannibaldinski here - welcome to another Traction Wars development blog. In previous updates we have shown some of our “Work in Progress” first person weapon animations, but today I want to talk about the third person, full-body animations such as running, crawling and jumping.

[TWDEV] Maniche lurks in the undergrowth of the Mo-cap studio.

Animations are not my main task and I'm normally working on different things but once in a while I encounter interesting technologies due to my current stay in Sweden. This time I came across a room which caught my full attention. The room contained a fully operational high speed motion capture system, also known as Mo-cap. The first thing that came to my mind was: “**** ****, we need this for Traction Wars”. Using my superior seduction techniques on the person in charge I managed to get a reservation to use this fascinating piece of equipment for a full day. I immediately called up fellow developer [TWDEV] Maniche, who drove the three hundred kilometres from Norway to help me out.

We humans are so used to body movements like walking that it is very easy for us to spot flaws in artificial animation. This makes creating full body animations an incredibly difficult and time consuming task, often taking days or weeks just for a normal walking loop. It is challenging to find the right balance and weight to make a full-body animation feel as realistic as possible. Because of this, Motion Capture is used heavily in current games and movies.

These small white dots reflect infra-red light back to the cameras around the room.

They are strategically attached to the subject enabling realistic motion to be captured.

The commercial grade Mo-cap system uses eight infrared (IR) cameras placed around the subject; in this case [TWDEV] Maniche due to his military experience. Lots of very reflective dots are strategically attached to the subject to reflect the IR light back to the cameras. These dots are so bright on the captured image that they can be separated from the surrounding environment. Due to the use of multiple cameras precision of movement can be calculated to an accuracy within 0.2 millimetres, 120 times a second.

During our capture day we tried to get as close to the real movements as we could. Using weights, a full sized rifle prop and help from [TWDEV] VonMudra during a live Skype call, helping us with the correct way weapons were carried and used. From grenades to heavy machine guns, running, climbing and setting up - we went through as many movements we could think of. It was good to see [TWDEV] Maniche running around getting tired while I pressed the right buttons and verified the captured data so anything could be re-done if something went wrong.

We look forward to showing the processed Mo-cap animations on our in-game characters in the future. Until then, stay tuned for more development updates. And thanks for reading!

Interested in joining the team?
The team is currently looking to recruit 3D Artists, Particle Artists and C++ Programmers in addition to a couple of other areas. If you have experience in game/mod development and are interested in being part of our friendly and professional team then please head over to our recruitment page for full details about the team and available positions.

For the very latest media and updates follow us on the social networks below, as well as our community forum and our media gallery.

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Post comment Comments  (50 - 60 of 434)
Painmace Nov 5 2013, 8:04am says:

Why aren't you working with the FestungEuropa (devs of the RO1 Darkest Hour: Europe 44-45 mod) team? You're basically doing the same thing...

-4 votes     reply to comment
**Vincenzo21** Nov 5 2013, 4:53am says:

Man I can not wait for this game it looks epic!!!
great job. :)

I have one question,I sore it was First Person but is it also 3rd Person?

+3 votes     reply to comment
hannibaldinski Nov 5 2013, 7:07am replied: Online

Its first person only and all 3rd Person views you can find are there for testing and will be removed :)

+3 votes     reply to comment
Shrektacular Oct 27 2013, 1:54pm says:

I don't know how hard it is to add this but it would be nice if the sound effects were realistic like Project Reality or certain Arma mods, where the bullets snap and crack and don't just sound like the same generic gun sound repeating on a loop :)

+5 votes     reply to comment
Sgt_Prof Oct 27 2013, 10:16am says:

I'm very impressed by this game. One question: whitch version of CryEngine this game uses ? 3.5 or 3.53 ?

+4 votes     reply to comment
Roughbeak Oct 27 2013, 12:24pm replied:

I believe every game or mod switches to the newest version, in this case 3.5.4

+3 votes     reply to comment
balck Oct 25 2013, 10:52pm says:

will there be some destruction similar to Battlefield and Such? I used to hate playing Battlefield 1942 and sit in a Tiger firing at a building and Nothing happening.

+1 vote     reply to comment
[TWDEV]_General_Naga Oct 23 2013, 1:51pm replied:

The German characters are going extremely well but the sheer amount of variation which existed in the German army means we aren't quite ready to show them to the community.

+9 votes     reply to comment
volcol Oct 29 2013, 10:47am replied:

Frankly I'm sick of the amount of work the Germans have behind them (in other words it's going very well! :D )

+4 votes     reply to comment
cinco Nov 3 2013, 2:08pm replied:

zeltbahns and gaiters eh?

0 votes     reply to comment
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