- World 2 Survival Game

Looks Amazing… if you need any testers, i’m available with good pc.

We’re going to need a lot of testers. :slight_smile:

This is looking amazing ! but quick questions :

Is the game Multiplayer or will it have Campaign ( or both ) ?

great job the models like wow and the map it unbeliavable !

That would be a hot one I bet. Glad to hear you have further goals! Given that things go very well I’ll be looking forward to a very well executed virtual simulation of WWII with alternative outcomes since players are players :wink:

We intend to create a campaign for Our Ghosts of , but our first prerogative is to make the most authentic survival game ever made. After we release on Steam Early Access the team will reinvest our earnings back into development to overhaul characters, weapons, animations, sound design, and begin work on a campaign mode. Do not hesitate to ask any further questions. We’ll answer what we can.

This looks fantastic. I’m confused with the gameplay though. How is this going to be both extremely realistic and a survival sim? How exactly is the game going to be like dayz, but still manage to keep the realism of WWII?

Most importantly, how is this game going to stand out from all the other survival sims? I understand that the game will be set in WWII and you’ll be fighting nazis (so no dinosaurs or zombies :)), but what makes this stand out? I hope you have some new gameplay mechanic to add to the genre, or else this will just be dayz with nazis instead of zombies. Some people may be looking for that, but I think this game has give potential, and I hope it isn’t wasted by just being a dayz clone.

Hello ,

We’d hate to skirt around your question but it’s something we’ll going to have to do this early in development. We’d rather keep the finer details of our gameplay secret until we’re closer to launch if you don’t mind.

** is a survival game through and through however. That doesn’t mean Our *Ghosts of * will play exactly like DayZ. Survival games tend to be each man for himself experiences. A player spawns naked and spends his or her time collecting resources. Then if they come across another player, things can get very murderous, very quickly. Does that type of design work for a World 2 game? Not really.

There are defined sides in a World 2 setting and that changes things. You can’t just spawn and start shooting people on your own side regardless of whether you’re an Allied or German soldier and so what works in other survival games is quickly rendered nonsensical in a World 2 landscape. As such we’re developing gameplay systems to deal with those kind of actions while still giving players the kind of freedom and agency they would expect out of a survival game. It’s a tough balancing act no doubt and it’s going to take some time and polish to get right, but simply throwing a World 2 skin on DayZ isn’t going to cut it, least of all for this team.

Change Log - Alpha 0.4.3.1309

  • Developers now have full access to the current road tool functionality.
  • Base weapon class has been reworked to support more generic weapon types.
  • Base weapon class has received a networking pass.
  • Luger pistol was reworked to stem from the base weapon class.
  • Trello board has begun to be reworked (~50% done) to help organize tasks necessary for the first online test, alpha, beta, gold, etc.
  • Projectile class has been updated to factor in the player weapon’s position and collision when determining velocity and direction.

To chime in, I’d say what sets apart from other survival games is it’s dedication to authenticity. No other survival game that I’ve played has actually attempted to recreate a massive area of land as big as this right down to the roads, houses, farms, churches, cemeteries, bunkers, pillboxes, and tree placement. To accomplish this is a massive task but this team is set on achieving this goal. We WILL recreate Nazi-occupied France in whole. That alone is worthy of praise. But we’re not stopping there.

is arguably going to be the best, most -filled survival game yet including a number of innovative features you won’t find in any other competing survival games. Not DayZ. Not Ark. Not Rust. Not anything. Nothing else comes close to what we’re planning to include and the team is borderline hysterical at wanting it share it with you guys. We are SO excited. Trust me when I say that is going to be best World 2 game EVER made. And oh the customization options… I better shut up before I get in trouble :slight_smile:

Alright, I can respect that. I would love to here some of the innovative features (but I know why you won’t share :D). Assuming they are truly innovative, I think this game will be GREAT. I hope you keep to historical accuracy.

Change Log - Alpha 0.4.4.1319

  • Projectile collision has been moved to utilize collision channels.
  • Player characters now have in game UI that displays the character’s level, XP, and health.
  • Players now have a loading screen rather than a black screen while loading.
  • Players now have server information available to them in game. Currently the following info is accessible: Server name, game version, map name, current players, and max players.
  • Session selecting has been cleaned up for developer use as well as completed for testing.
  • Particles for explosions, dust, smoke, and sparks have been added to serve as place-holders.

Change Log - Alpha 0.4.4.1319

-Player is messaged when a Loot Drop is summoned by aiming at the ground and pressing ‘M’. Smoke will also appear on the location, marking it.
-Player is messaged when an Air Strike is summoned by aiming at the ground and pressing ‘N’. Smoke will also appear on the location, marking it.
-Added a Landmine mesh to the Landmine System. When triggered, an explosion will spawn at the Landmine’s location.
-Added AIM-9 Sidewinder Missile as a placeholder asset for Artillery Strikes. Should have it correctly dropping from the sky soon.
-Created a Generic_Explosion Blueprint to be spawned (and eventually do damage to everything in the area) for various System’s needs.
-Created a Generic_Smoke Blueprint to be spawned for various System’s needs.

Looking forward to seeing this progress, going to be !! I am curious to see your road tool and how it works? Spline method?

Change Log - Alpha 0.4.5.1328

  • Players now have character temperature functionality and UI element displayed in game.
  • Player temperature operates on single player, client/host, and dedicated servers.
  • Removed hard limit on player XP/leveling. Developers now provide independent events that level the player.
  • Added blueprint support for giving player XP.
  • Fixed Spawn Zone system load errors and improved player spawn functionality.
  • Developers now have access to version 1 of the vertical slice map.
  • Projectiles have been refactored to encompess the derivation of various projectiles such as missile, bullets, etc.
  • Initial work on the blueprint damage component have begun.
  • Timer helper class for blueprints has been created. This will eliminate many of the issues of working cleanly/quickly/efficiently with timer handles in blueprint.
  • Implementation of the Timer System to cleanly handle grenades and landmines.
  • Proper physics implementation for hurling grenades (press G) and gently tossing out landmines (press L).
  • Once spawned, grenades explode 5 seconds later. If you hold G for 2 seconds, then release G, the grenade will explode 3 seconds later. If you hold it for 5 seconds, it will blow up on you.
  • Clean-up pass on Loot Crate System.
  • Improvements to artillery strike missile - Dan will be looking into a collision bug that currently exists.
  • Set up audio components to play audio sounds when called (explosions, collisions). - A bug does exist with this. Dan is helping me solve why some audio isn’t playing.
  • Player Character Blueprint has more tech hooking each system up to player controls (G, L, M, N, etc.)
  • Fixed some minor bugs throughout.

Great looking assets. Those trees look great.

Change Log - Alpha 0.5.0.1358

  • Created a modular class hierachy for equipment, lethal equipment, and tactical equipment in C++.
  • Landmines are now lethal equipment and can be played in a networked game.
  • Initial work to give player XP for killing other player complete.
  • Grenades are now lethal equipment and can be played with in a networked game.
  • Explosive damage now works in multiplayer games.
  • Grenades and landmines now do proper damage in single player and multiplayer games.
  • Fixed two warnings in regard to loot crate drop.
  • Replaced box art for loot crates, drop ships, and airstrike jets with temporary art that repflects the respective game object.
  • Airships now despawn after completing their course. (Single player only)
  • Airships now lerp from a spawn to the drop point, and then lerp away after dropping loot crate. (Single player only)
  • Began investigation of multiplayer input/movement bug.
  • First major pass on enemy AI.
  • Enemy AI can currently walk around the Sample Map.
  • If Enemy AI detects the player nearby, it will fire bullets at the player.
  • Zoom functionality is on the player. Players can zoom to two deeper levels of scope, which is a strong starting area for weapon scopes, binoculars, night vision (if we want it - it existed starting in WW2), etc.
  • There is now a Camera Shake System that will shake the player’s camera if they are near an explosion.