Post news RSS State of the Game IV

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!

Posted by on


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.

“OPEN FIRE!”


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

“Suppressing fire!”


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.

That’s all for this state of the game update. We will be continuing our development push over the coming weeks. In the meantime, keep an eye on the forum, official discord channels, and social media.

Comments
KaelaMenshaKhaine
KaelaMenshaKhaine

I dont think those guns should produce x shaped muzzle flash, they dont have the gas break that would shape it that way. Anyway thats always great to see You progress and quality of Your work is promising.

Reply Good karma Bad karma+1 vote
General_Naga Author
General_Naga

The muzzle flashes, MP40 animations and material are all due to be replaced.

Reply Good karma+10 votes
Blitzkriegrekrut
Blitzkriegrekrut

(buried)

Hope it hard, because this look very ****.

Reply Good karma Bad karma-11 votes
Simon445
Simon445

Muzzle flashes are default from CryEngine

Reply Good karma Bad karma+1 vote
Trek762
Trek762

This night lighting is astonishing. Well done. Anyways, good to hear the news about finishing the basis, this project was stalling for way too long.

Reply Good karma Bad karma+2 votes
SPY-maps
SPY-maps

Looks awesome as always!!
Only the blood shown in the second GIF movie above doesn't look right. Maybe this can be made more realistic, or is this to a placeholder for now? So much fun to follow this over the years,
greetings,

Leon

Reply Good karma Bad karma+2 votes
Gnostic
Gnostic

Still slobbering after all these years. Can't wait to start chanting "Release! Release!"

Reply Good karma Bad karma+1 vote
Grimreaper905
Grimreaper905

Looks good cant wait !

Reply Good karma Bad karma+1 vote
ragpost
ragpost

Looking great guys! can't wait

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.