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Our Ghosts of War - World War 2 Survival Game

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    Originally posted by jonimake View Post
    What is this game about? Survival is mentioned in some of the posts and pics but anything more? Maybe write a short summary on the first post?
    We'll do more in-depth reveals regarding the project, scope, and gameplay as we have more to show. We're working hard to make sure we don't promise more than we can deliver. So far it's looking good though.
    Our Ghosts of War - The World's First World War 2 Survival Game
    Twitter: @ourghostsofwar

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        LOD Test Video

        Our Ghosts of War - The World's First World War 2 Survival Game
        Twitter: @ourghostsofwar

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          Originally posted by PixelPerfectPolygons View Post
          LOD Test Video

          OMG, so good... How is it done? Speedtree or custom?
          Pull Request - UE-13079: World Origin Shifting for Multiplayer. Make Arma Not War - TFAR.

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            It's custom.
            Our Ghosts of War - The World's First World War 2 Survival Game
            Twitter: @ourghostsofwar

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              What's in the box?!

              Our Ghosts of War - The World's First World War 2 Survival Game
              Twitter: @ourghostsofwar

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                Our Ghosts of War - The World's First World War 2 Survival Game
                Twitter: @ourghostsofwar

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                    Looks like DFAO is enabled.... What is about performance?
                    Pull Request - UE-13079: World Origin Shifting for Multiplayer. Make Arma Not War - TFAR.

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                      Performance is great on one hand. On the other, this is being tested on a small isolated map to quickly do color and atmosphere tests instead of the big 400km2 map. We're trying to figure out how many pieces of foliage we'll need for release. This is just step one of that process.
                      Our Ghosts of War - The World's First World War 2 Survival Game
                      Twitter: @ourghostsofwar

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                        Foliage is looking great
                        ARTSTATION: https://www.artstation.com/artist/noisestorm

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                          Originally posted by EoinOBroin View Post
                          Foliage is looking great
                          Thanks.

                          One man at a time, we're building up a AAA team.
                          Our Ghosts of War - The World's First World War 2 Survival Game
                          Twitter: @ourghostsofwar

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                            3/28/16 update


                            Hello everyone! Lots of things to update!



                            I hope everyone had a fantastic GDC! The goal of today's update is to get ya'll up to speed and give you all a bit more information about how we're moving forward with it.

                            First of all, we're looking to launch Our Ghosts of War Steam Early Access launch sometime in August. That should be far enough removed from the Steam Summer sale for players' wallets to have healed and early enough so that we don't get steamrolled by the Fall and Christmas releases.

                            We're aiming to launch with 78km2 of accurate Nazi-occupied Normandy, France. Every couple of months we will add to the terrain size and make the game bigger and bigger. A typical game like this in AAA would have a two year development cycle with a full budget and that would still be considered rushed. A three year development cycle is more reasonable and so how we will move forward through Early Access and to final release is going to be based off of a three year development cycle. This 78km2 terrain is already in-engine and using the Road Editor Plugin (https://forums.unrealengine.com/show...23-Road-Editor - This thing is fantastic. You should really pick it up!) we're going to be placing all the roads to accurately match the roads as they were in 1944 based off old maps.



                            So when you play Our Ghosts of War, not only would players experience 1944 Normandy, France as created from DEM Satellite Data, but the roads will be EXACTLY the same as they were back then. This IS going to be the most accurate depiction of Normandy, France in the history of videogames! You wouldn't believe how important achieving this is to us but we're all on the verge of getting it exactly right. We're waiting on the 4.11 VXGI build from Nvidia to come out before we put the roads into the project but the roads should be taken care of in a week. We'll have screenshots for you as soon as they're in the project. Considering we're picking up Steam now it's best to keep everyone updated as much as we can.

                            Throughout the rest of this week I'll update you on the team, how the game is intended to work, and other points of discussion as it relates to the project. Here is this week's coding update.

                            Change Log - Alpha 0.5.2.1366

                            - Work on UI framework 2.0 for Our Ghosts of War begun.
                            - Widget reworking on the main menu begun.
                            - Initial backend folder structure cleanup work complete.
                            - Custom widgets supporting GOW's horizontal, vertical, and menu bars created.
                            - Style's interfaces cleaned up for easier swapping of UI elements.
                            - Access to UI functionality extended into Blueprint for quicker prototyping and iteration.
                            - General bug fixes and performance improvements in prep for OT1.
                            - Implemented layered tiled UI
                            - Began laying out main menu based on designs
                            - UI framework improvements regarding tile clicking, animations, and placement.
                            - Implemented modular vertical content bars, currently used for selection menus.
                            - Psuedocode / planning for Faction Component (how AI will know if they should combat each other, players, be friendly, neutral, etc.)
                            - Psuedocode / planning for Aggro System (what makes an AI aggressive - a calculation of damage received from a specific source, current line-of-sight with an enemy source, and current distance to that enemy source (weapon types will affect this)
                            - Added way more information to the design docs
                            - Revised some class information
                            - Began to define player progression
                            - Researched a ton of AI resources around the UE4 community to try to save time in overall development. Cached documentation and videos for future reference and use.
                            - Began to define how to get AI to dynamically swap its EQS query context (who we're testing against). This allows for AI vs AI encounters and open the flood gates for new possible game modes.
                            - Updated the AI detection system (where AI can "see" other players / AI in their proximity and line-of-sight).
                            - Tweaked the patrol behavior (where the AI moves to a node, then spawns a new node within 5 meters, then moves there, repeat).
                            - The start of an "Enemy Aggro" system. The enemy will calculate damage taken, distance from each enemy, and if that enemy is within line-of-sight, then calculate these factors into a score. The higher the score, the more threatening the enemy.
                            - The AI is now aware of when it's been shot. It stores this to memory and begins to calculate a score of who is the most "threatening" to them.
                            Our Ghosts of War - The World's First World War 2 Survival Game
                            Twitter: @ourghostsofwar

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                              Very impressive as always.

                              Cant wait to see your promised work on the landscape!
                              Im an Moderator on UnrealSlackers Discord! Which is a Community driven group of likeminded people here to discuss UE4! Join UnrealSlackers on Discord!

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                                3/29/16 update


                                Bonjour everyone and thank you for the kind words DevilsD! We'll do our best not to let you down.

                                Much of the team's time over the past few months has been spent debating the exact direction we wanted to take Our Ghosts of War in. Ultimately making a survival / military game isn't easy and it was important to us to avoid taking the typical survival game tropes and throwing a World War 2 skin over them, although that would have been easy to do. A subject matter like this deserves better and we couldn't allow ourselves to lazy it up.

                                Most survival games out today retail for no more than $34.99, and so we stopped to ask ourselves what a AAA $59.99 survival game release would look like. What kind of features would it have? How open and democratic would the game design be? How complex would the game systems be? How authentic would the game world be? How easy would it be to mod the game to incorporate additional features as generated by the community? How high quality would the graphical fidelity of such a survival game be?

                                Each of these questions, and many, many more will be answered in the following weeks. However, today we would like to address how we're planning on moving forward with the general development of the game, and we invite you to leave your feedback, advice, and experiences to help steer Our Ghosts of War in the correct direction.



                                As mentioned in our last post, we intend to launch Our Ghosts of War in August. From there we would support the game with free scheduled content for a period of three years with the money invested into the game by the community. As we develop more of Our Ghosts of War we'll find ourselves with what started out as an immersive survival game end up an addictive time-consuming military survival MMORTS.

                                The team currently consists of 14 individuals including myself. I'll add most of their portfolios to the thread very soon. Some of them unfortunately I won't be able to because of personal reasons. The team fully supports those individuals in that decision. We sealed the deal with a AAA character artist today and as soon as this messaged is uploaded I will returning the contract to them with my John Hancock and they will be officially on-board. They begin work on the 1st. To celebrate tomorrow I will update with the scope of their work, how we intend to handle characters moving forward, Nazi symbolism and the potential problems with their inclusion in European countries, and the possible additional of races to make the game inclusive and historically accurate.

                                See you guys tomorrow!

                                Pixel Perfect Polygons
                                Last edited by PixelPerfectPolygons; 03-29-2016, 10:31 PM.
                                Our Ghosts of War - The World's First World War 2 Survival Game
                                Twitter: @ourghostsofwar

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