Seeking shelter underground to escape the nuclear winter they caused, the inhabitants of the Citadel have had no contact with the outside world for hundreds of years. Now as the radiation levels die down they are poised to reclaim the surface of their world.
Taking the role of a new trainee Commander, you will take charge of a squad of marines sent on missions to rediscover the desolate surface of the planet. Fighting against the bands of savages that now call the ruins of civilization their home, you will become embroiled in epic conflict taking place both on and off the battlefield, for the world has changes since the war, and nothing is quite as it seems…
A total conversion for the Unreal 2 engine, Philip Muwanga’s Squad Commander (PMSC) brings intense, RTS action to the unreal engine. Featuring a class based, squad dynamic; players must use each of the five different classes of trooper (including ‘Ranged’ and ‘Close Combat’ troops) in conjunction with each other to achieve victory or see their forces scattered and defeated.The player must lead their squad across six story driven levels, fighting through a range of environments, featuring over 8 hours of gameplay. Using the ‘Command Interface’ the player issues orders from the safety of the command bunker, controlling their squad through a simple, mouse and keyboard control scheme. Utilizing features like ‘Overwatch’ and ‘Auto-Cover’ the player can quickly organise their troops, however if things get too hectic they can fall back on a limited supply of ‘Command-Time’ to freeze the action and reorganise your troops.
A complete squad of troops is deployed straight into the battlefield via dropship, allowing the player to quickly get into combat, without the need to build bases and produce units, keeping the action constant. Through out each mission the player will receive reinforcements to replace squad members lost through combat, meaning that the player will always have enough units to for the task in hand. But with troopers gaining experience, a good commander will keep their troops alive as long as possible improving their stats and skills to create a devastating team of veterans.
PMSC also features an unlockable ‘SpecOps’ trooper, a super powered, covert unit, combining all the skills of a normal squad into one package and capable of using advanced abilities like ‘Cloak’ and ‘Proxy-mines’ to dispatch the enemy. Once unlocked (by completing the Spec ops own mission), the ‘SpecOps’ trooper can be used in any already completed missions, adding a very different feel to the game.
Squad Commander is an RTS total conversion for the unreal engine. Featuring intense squad based action, spanning six story driven levels. Made over the past three years while I was doing my Masters in Creative Games, Squad Commander grew from its very different turn based concept, (think X-Com) to the real-time action game that it is today. Along the way encountering all the problems associated with game development. Giving me many a sleepless night, as builds wouldn’t work and testers found game breaking bugs, and also the joy of watching it all slowly come together. But with the first full build is now online and ready to play, and all that left for me to do is say a big thank you to everyone who’s helped me over the course of its development.
First off Richard Boon, thanks for all the help you've given me over the past three years, without which itwould have all turned out very different. From testing the game each week, to going over gameplay mechanics and of course going to the pub to 'discuss' the game (not to drink, oh no). Next, thanks to all the students from the Computer and Videogames Design course at Saford Uni, for testing my game, finding bugs and giving me lots of feedback. Finally thanks to everyone else who's played a part in the development this game, for giving me the help and support I needed to follow this path. As for me, I'm going to get some rest, before starting my next project 'Hexytrench' as an indy developer.
Enjoy Squad Commander
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