- World 2 Survival Game

This looks really great. How will the collisions physics match the structure?

Where can a copy be purchased?

Corona Environment or 3Ds Max?

This looks very good. Which Widerstandsnester design is this? What beach location?

Will the game also employ the big guns from the ship that were used to knock out some of the bunkers after the tanks failed?

Nice player mechanics. The men that came in with real life conditions and were already half starved, cold, and scared shitless. Surprised as hell that the bombing did not take out the 88’s. Talk about fog of …

Are the sand bags solids? Are they movable?

This post was a great read. hazzah!!

I wish I was around back on this post. I have some DEMs from a company in France that worked for the government. They were of the coast erosion and I tried to work with them to make my own map. They were taken from aerial LiDar out of a prop plane.

The only problem with making maps from images of today is that the erosion has changed the coast since 6-6-1944. The arch at Point du Hoc is the most significant. Looking at the print of the U.S. Navy map titled “First Beach Obstacle Overprint - Information as of 12 May” that was provided to the GAP teams, I see a panoramic view of the beach from Fox Red to Easy Green the western section. It shows the lat-long of the houses and Roman ruins along the beach. Which should provide accurate placement of them.

I’m curious what the auction house is about. Can you give any more info on what it is exactly?

The Auction House is a placeholder UI element thrown onto the screen by our UI artist. The UI still isn’t finished and so we wanted to see how it would look all filled up. We might want to add in a store down the line by allowing artists to create and sell cosmetic goods like they do in Rust, but there’s about a million other things we need to work on first before we even entertain that thought.

Can you explain what you mean when you ask this?

I was just wonder if you were doing low poly collisions with the high poly graphics?

Absolutely stunning stuff, keeping my eye on this!

Current Build: Alpha 0.4.2.1303

  • Created modular trigger volume script for anytime player walks into a trigger volume, we can easily drag & drop a blueprint into this tech to quickly set up environmental reactions.
  • Collision detection for modular trigger system.
  • Airdrop tech randomly spawns a placeholder drop ship 50 meters above player, within a 10 meter radius of current player position when trigger is fired. These numbers are placeholder and will be easily accessible by designers to balance / tweak later via the Details panel in the world editor.
  • Drop ship placeholder mesh in place, ready to be swapped out in the future.
  • Drop ship spawns a Loot Crate when trigger volume detects player the first time (prevents endless spawning, memory managed therein).
  • Loot Crate falls to the ground when spawned directly beneath the current position of the Drop Ship.
  • Loot Crate has collision detection set up. Currently, the player can walk up to it and a text message will appear on screen. This is the foundation for future player interactions with the Loot Crate, as more systems are created.
  • Rendered box colliders for playtesting trigger reactions.
  • Created a campfire, set up a campfire mesh with fire and smoke VFX (placeholder until we get assets).
  • When player gets near campfire, text will appear on screen explaining that the player is getting warmer.
  • Player can toggle the campfire on and off by walking into the red box collider rendered around the campfire.
  • Updated Generic_Trigger Blueprint into Generic_Trigger_Spawn_Event Blueprint, enhancing it’s modularity for spawning any type of world event easily.
  • Began our Artillery Strike system, setting up the core parameters of it’s effects to self, friends, and enemies (damage, range, physics-related properties, etc).

I love this project. When are we going to see some gameplay?

Hi Bruno. We love this project too. :slight_smile:

We’re putting together an ** Direct similar to what Nintendo does to showcase their upcoming games and hardware releases. We’re big fans of the format because it lets us discuss ** in a professional manner while avoiding the potential awkwardness that comes from having a pre-alpha build crash on us on something like a Twitch Stream. The ** Direct will primarily serve as a polished developer diary that showcases the features currently implemented with hints of more to come.

We should have the ** Direct ready in roughly 45 days. The team is afraid of spoiling everything which is why we’re sticking primarily to coding updates for the time being. We’ll throw up a new screenshot every week heading into the Direct though which is where tons more will be revealed. Thank you for the support and keep your eyes open.

Beautiful, just beautiful! Amazing visuals :slight_smile: Are you going to have a campaign/story mode?

Hello . Thanks for the warm words!

To answer your question, definitely. A campaign/story mode is planned for **. Just remember we’re still in pre-Alpha. If things turn out well, the dream is to expand on the survival genre elements of ** and create the world’s first open-world World 2 sandbox game equivalent to Fallout 4 and Skyrim. With the support of community it’s definitely possible! In the mean time we intend to do the best we can with the resources at hand and make a great game regardless.

Changelist:

  • Inventory is now a grid in which items must be placed without overlapping each other.
  • Added item containers:
  • If part of an inventory actor, it can be placed inside the inventory.
  • If a usable actor it can be accessed with the use key
  • Added quick hack to visualize grid for inventory
  • Items have two main functionality classes:
  • InventoryActor which is the item when in the inventory.
  • PickupActor which is the item in the world with a mesh.
  • The characters inventory is a subclass of container. (it would be possible for a character to have multiple containers simulating multiple bags)