I just got a look and our finished rain might be the best rain I've ever seen in a videogame. We're going to hold off on sharing the footage until we've settled on how we're going to go about doing crowdfunding and debut the footage there along with a ton of other gameplay features that have never been done in a FPS let alone a World War 2 game. I'm so excited!
After a ridiculous 24 hours awake I've uploaded our Git repository with movement, river currents, megascans, light, medium, and heavy rain, wind mists VFX, and cleaned up code. We've also purchased a server on Amazon and got networking running on that. Feels nice to have the project coming along guys. The plan for the rest of the month includes incorporating the following systems into the game. They will then be refined as we test our gameplay. 01. Advancement Movement Mechanics 02. Bird Life 03. Spawning 04. Inventory system 05. Building system
Fog of War is a system that makes it that players must actually explore the game world before the map reveals to them what's there. So all the players on one team exploring a game level will fill out the map for that level for all the players on their side.
SEPTEMBER 2016 PROGRESS REPORT -- Buildings -- Inventory -- Rain -- Militarypedia / UI -- Birds -- Advanced Cover System -- Social System -- Running and Gunning -- River Currents OCTOBER 2016 Progress Report -- Adaptive Binaural Wind -- Spawning -- Team Selection -- Saving -- Rat Animal AI -- Health, Stamina, Hunger, Hydration, and Temperature -- Achievapedia -- Fast Travel
Today's update: We implemented logic to handle team data involving characters, buildings, spawns points, and more. The idea is to be able to have a class that can distinguish which team a player is on and what dynamically created assets belong to which team. This is of course just a foundation on which we will build our team systems on.
We'd like to get the game playable Lester before we start asking for your money. We want to prove to you that this game is worth your cash. The Fog of War system now dynamically updates maps: This means you can open the map, walk around in the world, and the map will automatically show the areas you discover. Furthermore, the map now shows objects of interest, such as allies (green balls), and your own position (yellow ball).
Hi there, I'm an independent audio developer. I'd be extremely interested in scoring for a game such as this. It's looking extremely detailed. I feel I could give the aesthetic a soundtrack to complement the intensity and excitement of the project. Some recent works: If you feel we could work together, please let me know!
Here're our latest updates to Our Ghosts of War on our Perforce version control. Expect such updates for the foreseeable future.