The past few weeks since our last update have been a hive of activity for the team, and for the first time ever we’re very excited to bring you some gifs showing off this work!
Over the past few months we have stepped up the intensity of testing as we pull together years of work into the stable base which we have internally dubbed 'Overlord-lite'. 'Lite' is now almost complete with just the importing of the new German character outstanding.
Testing is as always an enormous amount of fun, but it’s bringing to light some interesting design issues for us to overcome. Most recently we have been looking at making player identification a little easier, as in the low lighting environments accidental team killing has been happening too regularly. We are exploring ways of making team identification quicker and easier whilst still keeping UI interference to a minimum.
“MG34 firing into the darkness and being suppressed by return fire”
With a stable base now nearing completion we have moved on to less immediately obvious (but just as important) improvements in various areas of the game. For example, by giving mappers more advanced controls over the parameters of capture points they can better tailor the experience to specific circumstances. Another example of this is implementing better tracking of crashes. This will allow our programmers to more quickly understand what causes instability at this stage, and will be useful to us both during pre-release testing and post-release.
“Ambushed at short range”
In its current state the game is stable and playable, but this refinement stage is important before we move onto implementations of the pre-game experience such as the main menu, server browser, and account systems which we will be tackling during the final balancing phase as we gear up towards release and distribution.
Developing the game has never been without its challenges and animations have long been a thorn in our side. The CRYENGINE animation system is incredibly powerful, and enables us to manipulate animations dynamically inside the game - but with this power comes complexity. We are looking for new animators to join the team and help us speed up the process, so if you have experience in character animation and would like to be part of the project please get in touch. Experience of the engine is not required. Find out more at www.tractionwars.com/joinus.php
Last weekend also saw team members returning to EGX Rezzed to join the crowds and check out the many indie projects and developers with booths at the event. We had a fantastic time speaking to fellow developers and WWII enthusiasts not to mention sitting down and trying many of the games on display.