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Offline Asid

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Days of War
« on: February 23, 2017, 02:08:18 PM »


Official Site: Here
Official forum: Here
YouTube Channel:Here
Steam: Here


Online Multi-Player


Official trailer


About This Game
Grab your rifle and make those bullets count. Head back to the Second World War where combat was brutal, unforgiving, and required extensive teamwork.

In this competitive FPS, players need to fall back on their marksmanship, skill, map awareness and tactical cunning. Like in true WW2 warfare, combat in Days of War is brutal, unforgiving and requires extensive teamwork.


Features
•   Classic competitive FPS combat: marksmanship, skill, knowledge of the map and tactical cunning is your path to victory
•   Team based combat roles: 9 well defined classes, over 20 weapons, each with distinct strengths and weaknesses
•   Realistic battlefield variety: from tight city streets to wide open beaches, to foliage rich forests, all with a variety of weather conditions and times of day
•   Authentic WW2 warfare: motion captured soldier animations, maps designed using photogrammetry, and laser scanned weapon models
•   Devoted community support: dedicated server hosting and modding support coming soon







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Offline Beef

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Re: Days of War
« Reply #1 on: February 23, 2017, 02:50:17 PM »
That trailer looks strangely familiar (tongue in cheek)...

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Offline Asid

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Re: Days of War
« Reply #2 on: February 23, 2017, 02:56:47 PM »
That trailer looks strangely familiar (tongue in cheek)...

 :-*
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Offline Asid

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Re: Days of War
« Reply #3 on: March 03, 2017, 07:28:44 PM »
Version 1.0.4.4
Community Announcements - Driven Arts



Hey Everyone,

There are a few big changes in today's update that we wanted to highlight.

We are adding our new map, dow_foy, into the rotation. The map isn't finished yet so still contains some placeholder assets and lacks final detail. Foy is an attack and defend detonation style map that was designed to accommodate larger battles.

We look forward to getting your reactions and input on the map/style, and suggestions for improvements.



We will be providing an update on the map editor rollout soon and be releasing more details/previews in the coming weeks for our next map, dow_italy.


We've finished the rewrite of our weapon code, which has allowed us to make some long awaited fixes like the ability to cancel reloads and ADS animations, add a jump fire penalty, and fire while transitioning to crouch and prone. It has also fixed a bunch of legacy bugs and hitches in the gun system many of you have reported.

Overall this system is much more reliable and will be easier for us to modify and maintain going forward. We have taken the opportunity to make some changes in the weapon balance, namely in recoil and weapon spread (not damage). These include gun specific changes, and sweeping changes to how things like how iron sights handle. Overall, the gunplay should feel more fluid and responsive.

The weapon system is the first half of our planned gameplay mechanic updates, with the other half being animations and movement. The movement systems are nearly complete and will be entering internal testing soon.


Our sound designer has reworked every gun's 1p firing sounds and added some small foley like shell casing drop sounds. The new sounds are a lot beefier and make the guns feel like they have more consequence to them. The next sound update will focus on updating all the 3p sounds to match and improving spacialization.


We have moved the entire project to Unreal 4.15 because we were very excited to test the new under the hood optimizations as soon as we could. Updating engine versions often requires some significant work on our end but always comes with some unexpected improvements.


Lastly we made some updates to how servers are displayed in the browser that should solve some of the issues with servers displaying.


Please find the complete 1.0.4.4 changelog below:

Maps
• Added initial version of Foy to rotation
• Added new route to German 2nd flag in Kaysersberg
• Visibility tweaks for Kaysersberg
• Fixes to prevent boats from going off course on Omaha
• Patched up player reported exploits in all maps
Gameplay
• Implemented new weapon system to increase fluidity and reliability (rewrite of all underlying code that drives firing, reloading, switching, targeting, grenades, ammo, etc.)
• Decreased weapon recoil for all weapons
• Reduced recoil when crouching and prone
• Reduced CoF on Assault class
• Reduced randomness in Support recoil
• You can now fire while going prone and moving while prone
• Added jump accuracy penalty
Sounds
• New 1p firing sounds for all guns
• New bullet casing foley
• Added German VO for objectives
Bugs
• Fixed positioning of muzzle flashes and casing ejections
• Changed default server return values
Engine
• Updated engine to UE4.15
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Offline Asid

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Re: Days of War
« Reply #4 on: March 07, 2017, 01:15:08 PM »
1.0.4.4.1 Hotfix
7 MARCH


Fixes
•   Fixed issue where tree branches were eating bullets on Foy
•   Fixed collision on church and middle house in Foy
•   Fixed bug where k98 scope was off by a few pixels
•   Added grenades to g43 class
•   Reduced rifle grenade fuse time
•   Entering enemy spawns will now kill player
•   Fixed bug where minimap would render black
•   Fixed bug where view model offsets were not affecting weapon position
•   Fixed typo in objectives defended message
•   Fixed bug where rockets and rifle grenades did not show their icon in death messages
•   Disabled friendly fire until we can implement a proper vote kick/ban system
•   Server admins can now set gamemode settings for Foy using [/script/daysofwar.dowgamemode_detonation_foy]

Known outstanding issues
•   Sniper recoils immediately after shot, unintended bug from switching to the new weapon system
•   STG44 flashes in choose class menu
•   Recoil is unintentionally low for some weapons
•   Quick switch allows faster rate of fire
•   Spectating sniper does not show crosshairs properly
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Offline Asid

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Re: Days of War
« Reply #5 on: March 31, 2017, 04:38:26 PM »
Version 1.0.4.5
30 March



Hey Everyone,

It's been a couple weeks since our last update and we appreciate your ongoing patience in the Early Access period.

We've been a bit silent for a few reasons: we've been building the foundations of some new features that will take several months to develop, we've had some team members leaving their jobs to work full time on DoW, and we've been cleaning up a lot of the issues with the new weapon system, map exploits, etc.

This update largely focused on improving weapon sound spatialization and fixing a host of weapon system bugs, see detailed notes below.

In our April dev update next week we will detail progress made with our v2 animations, new maps, the rollout of the community map editor, fixing the server browser issues, the new voice command feature, and more.

We know that there have been some players out there who have been exploiting bugs consistently with the sole goal of ruining others experience. We have patched these exploits and banned the offenders and have also created a #report_cheaters_with_evidence channel in our discord to report griefers and cheaters.

Read on for full patch notes

1.0.4.5 Patch Notes:

Gameplay
• Added deathcam
• Adjusted uniform colors and brightness for better enemy visibility (also made the Germans less green)



Sound
• Fully revamped 3p sounds (New 3p sounds for guns, sound occlusion to better judge distance and location of enemies, footsteps have not been reworked yet and will be next)





Maps
• Added polish and art to Foy
• Patched exploits that allowed players to get outside of the play area, into objects, get into "protected" boxes in the forest, etc.

Bugs
• Weapons can now be targeted when hip firing
• Rifles no longer retarget automatically after firing if player is not holding target. Fixed bug where rifles did not untarget after firing
• Fixed bug that allowed players to target rifle immediately after shooting
• Fixed bug where quick switching could allow you to fire rifle faster than it normally cycles
• Destroying objective now awards 1 obj point. Exploding objective now shows death message for anyone it kills
• Jumping will now transition player out of crouch
• We now play placeholder DefuseBomb sound cue when bomb is defused
• Fixed issue where new weapon system did not implement user defined custom weapon mesh FOV
• Fixed issue where thompson and garand did not use their respective brass eject particle emitters
• Fixed issue where deployed MG could jump
• Fixed bug where rifles would show bullet casing even when they did not cycle bolt on last shot
• Fixed bug where cooked grenades were not dropped by players on death
• Fixed issue where grenades could be picked up on overlap
• Made fix to hide sniper rifle mesh and show scope overlay when spectating sniper in new weapon system
• Added smoke back to shotgun classes lost during new weapon system refactor
• Fixed bug where smoke grenades could detonate in hand and not consume itself.
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Offline Asid

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Re: Days of War
« Reply #6 on: April 08, 2017, 09:55:54 PM »
April Dev Update
8 April - Driven Arts



Hey Everyone,

Here’s what we’ve been working on recently:

Animations 2.0
The next foundational change we are going to be making to Days of War is a reworking of our movement and 3rd person locomotion animations. What that means in simpler terms is we have redone everything about how our characters look when standing still, aiming, running, and all the transitions in between. We've also added some new dimensions, like hit flinching.

Our existing animations are by no means bad, but they were not suited for our game speed/style and we saw plenty of room for improvement.


New Base Poses

Redoing the animation systems from scratch is no small task, and this project is months in the making. Because this is such a significant rewrite we will be doing a closed test on an experimental version of the game before we push it live to the whole community. When this is ready we will give instructions for those who would like to test it out.


New Running Posture

If you would like to see the new animations in action please check out the following short clips.

Locomotion 2.0 Preview


Hit Animation Preview



Sound
Some other features planned for this month are voice commands for common phrases and tactical commands. This will be especially useful while we wait for our updated VOIP system, and should add another layer of WW2 ambiance to the game.

On the SFX side we are adding some new long distance firing sounds that should make a shot from very far away more distinguishable.

In the past few updates we have made sweeping changes to our sound effects which have led to some players experiencing partial sounds in game. We are testing some new methods of loading sound files to be more reliable and will report on the results.


Map Editor
We have continued to roll out the map editor in a staged process. Currently the editor is by invitation only and under NDA. If you've been dabbling in UE4 we welcome you to show us what you've made if you would like to be considered for this early alpha version of our editor.

We have gained permission from Epic to distribute the editor, and are working toward full compliance with their requirements.

In the meantime we are looking at methods of releasing and distributing the first community maps before the editor is publicly available.


Server Browser
Another ongoing priority issue is improving the reliability of our server browser. A small portion of players have been unable to see any servers and individual servers aren’t showing 100% of the time. This has been an issue since we released and a particularly hard one to debug because of the many underlying causes. We’ve recently made some changes to the way servers are displayed and will be testing it with players who have these issues soon.


Texture Streaming
Our update to UE4.15 introduced some periodic freezes to some players, effectively a game breaking issue on some maps. We've made changes to the texture pool settings and begun experimenting with some of the more advanced in-engine features to reduce the texture load.

Ongoing Workstreams
There are other longer term projects that are still being pushed forward like our VOIP system that won't appear in the next update but are still certainly on our priority list.


And Lastly...
We wanted to give an update on the state of the game and the longer term plan to bring back players and get new players in.

We sold about 25,000 copies of the game so far which has given us lots of new budget to reinvest into Days of War and secured the resources necessary to complete the game.

25,000 players is still a relatively small player base for a multiplayer only game, and we need to bring in more players to ensure we have plenty of populated servers.

However, before we bring in more people, we need to address our known issues. On day 1 of Early Access, our reviews were hovering around 70% positive. This means there is plenty of room for us to improve the game. Our top 3 complaints were price, amount of content, and performance – and all three are very fixable.

Until we fix those biggest issues, the game is simply not ready for a new crop of players. We considered doing a promotion with our 1.0.4.6 update but decided that would be a short term gain at the expense of longer term sustainability for the game.

We will not be doing any kind of advertising/sale/free weekend/etc. to bring more players in until we are confident we have a large enough base of official maps. This means things will be quieter for a stretch, but that is the reality of our journey through Early Access.

Everything we do over the next few months is with this long term view in mind. We know that asking for your patience during this period is a big ask, so once again we thank you for your immense support!

Driven Arts
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Offline Asid

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Re: Days of War
« Reply #7 on: April 25, 2017, 11:07:10 PM »
Version 1.0.4.6
Days of War - Driven Arts



Steam Server Browser
• Enabled joining game from Steam server browser is now possible (to view servers in Steam go to View>Servers then filter by game daysofwar)
• Fixed issue where server name, map name and player count did not show in the steam server browser list (old servers will still broadcast bad information which may still show in the list until they transition to 1.0.4.6. Note for Server admins, the header for server name has changed so please update your config files)
• Enabled the ability to join game on friend in the Steam friends list

Server management
• Added vote kick/ban functionality in Players tab of Admin panel
• Admin panel can now be viewed by all players with admin command in console. Only players with administration privileges can interact with the menu

Performance
• Added a setting to disable decals in video options that should give some performance back to mid to high end GFX cards

Bug Fixes
• Made change to address an issue where some sounds would not play
• Fixed bug where dropping weapon did not trigger a pickup if you were standing on a weapon
• Fixed blurry rock texture on Omaha map
• Fixed hovering sticks and logs on Foy
• Fixed bug where if end of round screen was up when new round started you could get stuck in the video options
• Fixed bug where center flag could be captured from outside of the pharmacy on Carentan
• Fixed bug where the church collision in Foy was not blocking dead bodies
• Fixed bug where death camera was still tracking enemies after switching to spectate
• Fixed bug where muzzle flashes and brass ejection were not originating from the correct location
• Fixed holes and collision in Omaha bunker allowing players to shoot through ceiling
• Chat messages no longer show if hud is toggled off with ToggleHUD command
• Springfield ironsight is now further from the face to match the FOV of the Karabiner98
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Offline Frankie

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Re: Days of War
« Reply #8 on: April 25, 2017, 11:42:44 PM »
Omaha Beach. Brutal.
http://dailycaller.com/2012/06/06/d-day-medal-of-honor-recipients-and-their-citations/

When asked if the ‘Saving Private Ryan’ depiction of US soldiers storming Omaha Beach was as bad as he saw, Ehlers said being there ‘was worse'.
http://www.dailymail.co.uk/news/article-2564838/The-Medal-Honor-recipient-stormed-Omaha-Beach-D-Day-dies-92.html

Gone but always remembered.
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Offline Asid

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Re: Days of War
« Reply #9 on: May 12, 2017, 12:35:35 AM »
May Dev Update - 100 Days into EA
Days of War - Driven Arts

It’s been 100 days since we entered Early Access. As we pass this milestone we wanted to give a recap of what has changed over the last few months.

Back in January the game was rife with some major issues including:
•   Major server browser issues, with some or all servers not showing
•   Grenades physics were extremely unpredictable
•   We had a bug that was taking off 20-30 FPS across the board
•   Many map exploits and bad collision spots that would eat bullets
•   Omaha map was barely running on older video cards and the boats were bouncing around on shore
•   We had some severe visibility problems due to issues with lighting, fog, ambient occlusion and character models
•   Dropped guns and health packs were behaving erratically and going through the floor
•   Weapon code had many bugs and strange hitches when zooming, reloading, switching and firing

Since then we have addressed all of these major issues (some are ongoing efforts) along with hundreds and hundreds of bugs. In fact, much of our first 100 days were simply spent fixing things ranging from performance, to reliability, to gameplay.

We also found some time to add new features and content over the last couple months, some examples being:
•   Dow_foy
•   Fully revamped firing sounds (to feel more powerful), along with additional foley
•   Sound occlusion and obstruction (sounds get muffled through walls and objects)
•   Kill cam
•   Customizeable FOV settings
•   Round end screen
•   Easy Anti Cheat
•   Added vote kick/ban system to prevent griefers when no admins around

All in all, we feel the core of the game is in a MUCH better state than when we came to EA, and we couldn’t have done it without your help or the Early Access Program.

In addition to helping us fix key bugs and polish weak areas, your feedback has helped us shape where we are taking the game in the next few months.

We've got some planned changes in movement and gunplay based on your feedback, but the biggest takeaway so far has been in the map design.

We've experimented with some more open and expansive layouts in maps like Omaha and Foy with the idea of creating more of a cinematic experience. We've had a lot of positive feedback on these maps, and enjoy playing them ourselves, but have realized that these maps should supplement the core experience, not define it.

As a result, our upcoming maps will be close quarters with more structured layouts, designed for a max 32 players in the Domination 5 flag game mode.

Kaysersberg and Carentan are closer examples of what we're trying to achieve, but we've learned a lot in the last couple months on where we can improve on this formula.


So what should you expect in the next 100 days?

If the last few months were about fixing things, the next few months will be all about improving core gameplay, adding lots of content, and raising our active player counts.

So how do we plan to do that?

First we have features that are complete or close to complete:
•   VOIP 2.0
•   Animations 2.0
•   Voice commands
•   Map voting

Next, we've spooled up our art pipeline to deliver 4 new official maps (names likely to change):
•   Dow_italy
•   Dow_valognes
•   Dow_chaumont
•   Dow_caen

There are still some ongoing issues we must address, such as:
•   Map performance – we are now using new methods for constructing our maps that should give a major boost to performance without trading for visual quality
•   Freezing and some framerate issues associated with Unreal Engine 4.15

Finally, we will continue to optimize and add new features from our roadmap. We encourage you to vote on the features you find most important.

The biggest ticket item on the roadmap is still the Map Editor and its broader rollout. Since we've already learned firsthand how important the maps are to the identity of the game, we've decided to withhold the public release of the map editor until we've delivered the next 4 official maps. This allows us to better control the identity of the game during this period while also rapidly adding content from our new maps into the editor itself. We will still be giving access to the editor on an invite basis to those with UE4 and mapping experience.


Before we go we wanted to show you some previews of the latest art/content

dow_italy





Our amazingly talented character artist revamped our British and American paratrooper models, which you can see on his ArtStation here

https://www.artstation.com/artist/stirls

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Offline Asid

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Re: Days of War
« Reply #10 on: May 12, 2017, 12:37:02 AM »
Version 1.0.4.7
Days of War - Driven Arts



Features
•   Implemented v1 of voice command system (default V)
•   Added map vote feature in Server Admin menu

Gameplay
•   Fixed bullet collision on Carentan bridge, trees, pharmacy
•   Reduced Flak88 artillery damage range by 50%
•   Jumping while crouched re-enabled
•   Fixed issue where rifles could be reloaded before bolt animation completed
•   Fixed issue where quick switch allowed rifles to be fired faster than intended
•   Set m30 rifle round to proper damage level
•   Further Improved all weapon sounds by adding low-end punch.

Bugs
•   Fixed issue where servers could launch without setting a unique name
•   Fixed the name from 'daysofwar' to "Days of War" in Steam server browser
•   Dead players can now be seen in chat when round ends
•   Fixed bug where class limits could be exceeded if two players selected the same class at the same time
•   Fixed issue where steam://connect/<ip>:<port> link did not always work
•   Vote ban can no longer be initiated by players
•   Servers can no longer launch with 'ServerNameGoesHere'
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Offline Asid

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Re: Days of War
« Reply #11 on: June 09, 2017, 01:47:29 PM »
Version 1.0.4.8
8 June - Driven Arts




Gameplay
•   ADS is now limited to rifle classes only
•   Recoil has been increased across the board
•   Increased player acceleration to make side to side movement more responsive

Features
•   Updated all player animations
•   Rebuilt lighting for dow_carentan, dow_kaysersberg, dow_omaha and dow_foy
•   Implemented new character specific lighting to improve player visibility
•   New blood impacts on player model and environment
•   Added new mg42 model

Bugs
•   Fixed several map exploits (thank you to Forcewhut)
•   Fixed various bullet collision issues (thank you to rdBaZti)
•   Fixed issue where enemy players could not hear audio commands
•   Fixed bug where MG could be deployed when holding fire and deploy
•   Fixed bug where players could kill team mates by going spectate after throwing a grenade
•   Fixed an issue where allied players could be killed on Omaha by getting too close to German spawn

Known Issues
•   New lighting and ambient occlusion still has some screen door artifacts. Turning Anti-Aliasing to Temporal will remove artifacts, or turning Post Process to Medium will remove all ambient occlusion.
•   BAR firing sounds are broken
•   Sniper zoom animation not functioning as it should
•   Some reload animations have body parts clipping
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Offline Asid

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Re: Days of War
« Reply #12 on: July 15, 2017, 01:23:57 AM »
July Dev Update
11 July - Driven Arts



We've got a new map inbound! This next one will be an urban map based around a bombed out french cathedral. Please note, lighting and post process is still WIP.

The map will be ready for testing soon, we will be posting an announcement here when it's time.







Going Forward

Over the next few months we plan to continue to churn out maps and test them during scheduled events. We won't be releasing them fully until we feel we've amassed enough new content to justify a significant game update and free weekend, when they will be released as a batch. This is not because we want to withhold content from you, but because we want to have a compelling reason to come back and try the game once its ready.

During this period we will continue to update the game, tweak the guns, polish rough edges, and add new features from our development roadmap (Map Editor, VOIP, Bots, etc.)

Next month we plan to have a big announcement that we think will please a lot of you - so make sure you pop back then.

We are also including a list of recent FAQ below, mostof these are questions we've answered in these monthly updates but we wanted to lay them out in an easy to read format.

-Driven Arts


FAQ

What is the state of the game?
We are in Early Access, meaning we are still building essential features and refining the core of the game while also creating the bulk of the map content. The game is still very much in development.

Why aren’t you running Ads or other promotions to try and get more people to play the game?
We are not trying to bring in new players now because we have a list of things we want to accomplish first to improve the polish and replayability of the game for it to be ready for the next milestone.

When will the game be “ready” for the next milestone?
When it’s ready. We want to have a big batch of new maps and we have a wishlist of features we want but we cannot predict exactly when that will be.

When will ____ map be released?
We will not release any more maps until the next major game update when they will be released as a batch. We will be doing limited testing of new maps in the meantime. For reference, we are averaging a new map every 2 months, and that speed tends to increase as our art asset base grows.

When will ____ feature be done?
We will continue to update the game adding new features in, but can’t promise what will happen when. There are several long term projects that are partially complete, so its possible they all come together at relatively the same time. We reallocate development resources based on what our priorities are at any given moment.
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Offline Frankie

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Re: Days of War
« Reply #13 on: July 15, 2017, 04:04:11 AM »
OMG. The cathedral's exterior is exquisitely detailed. The interior has beautifully rendered stained glass windows with lighting effects. Insane amount of work and bug squashing by the devs. Tip 'o the hat to the team.
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Offline Asid

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Re: Days of War
« Reply #14 on: August 26, 2017, 05:09:07 PM »
August Dev Update
26 August



Hey Everyone,

Last month we showed a few previews of what we are now calling dow_cathedral.

We finished the map a couple weeks back, and wanted to show some previews of the final map









While it has been ready for testing for a few weeks now, we have held off conducting a test until we could do a few other things like upgrading to UE 4.16. We are using our tests of new maps to also test other underlying engine changes, fixes, and features, which means we will not always be testing new maps the minute they are ready.

In the past month we’ve also begun work on a new map, experimented with some new lighting methods, done top to bottom art optimization passes on Carentan and Kaysersberg, and made some progress on some major features that will be detailed more below.

As we mentioned last month, we are working towards a big update where we plan to release a batch of new maps, new features and polish. (Amalfi and Cathedral are maps 1 and 2)

As we work towards the next big milestone things will be a little quieter, so in this update we also wanted to reiterate what we are working towards.

A few months back we really locked in what we needed to do with the game. This was based on everything we learned from our Kickstarter thru several months of Early Access, both player feedback and our own experience experimenting with and playing our own game.

Originally we had a fairly loose vision for Days of War, and we simply could not continue down that path of straddling so many lines, we had to make decisions on what to focus on, what to cut, and what to change.

Some results from that:
1.   No more bigger open maps. Sticking to traditional close quarters lane based maps designed for no more than 32 players.
2.   A focus on more traditional skill based gameplay. To us, this means high recoil, no ADS, high damage, relatively quick movement, and the map design mentioned in #1. If you absolutely need ADS to have fun, we recommend checking out pretty much any other game out there.
3.   A focus on the 5 flag capture game mode. This one was more painful, as there is so much we want to do here but keeping multiple game modes (and map types) as we build out the game was simply too difficult.

Now we admit that this effectively narrows the scope of the game, at least in the near term. We want to be clear that this does not mean we have abandoned some of our ideas and experiments completely, but we have reprioritized to make sure we first hit the mark on whats laid out above.

Last month we mentioned we had a big announcement coming. Part of the reason this update is coming so late this month is we were waiting for the green light to go ahead. The announcement is still coming, but we regret to say that due to some developments we cannot make it this month. This announcement is going to be primarily for the players who are dissatisfied with the direction of DoW as laid out above. Some of you were our earliest and biggest supporters, and we have not forgotten about you.

We also admit that our refocusing efforts have extended our timeline a fair amount. We’d rather take longer and deliver something quality than deliver a half-assed attempt sooner.

Our main bottleneck is still maps and content, but we have a few things cooking right now in the meantime...

MAJOR FEATURES CURRENTLY IN PROGRESS

Map Editor and Steam Workshop Integrations
We realize this has been a long time coming, but we have been taking our time with the map editor for good reason. This means making it more accessible and usable than other UE4 editors out there. The editor itself is actually the easy part, its actually supporting all the custom content in game and in servers where most of the work lies. We’ve made more progress on the editor in the past month than in the previous year and it is the highest priority new feature right now.


VOIP 2.0 and Discord Gamebridge
Our new VOIP system is powered by Discord and also includes many capabilities beyond traditional VOIP communication. We are huge fans of Discord and happy to be partners with them in this new offering. We’ve invested a lot of resources in developing this integration since the spring as we think it has big potential.

You can learn more about Gamebridge here: https://discordapp.com/gamebridge


Bots
We were originally iffy on the prospect of developing bots considering we had limited in-house AI expertise. We found an excellent programmer who was very interested to take the job and we have determined bots are worth the investment for both our players and for our team to use in development.

Here are a few of their capabilities so far:

* Different states include hiding, attacking, flag capturing and flag defending
* Bots go for different flags, but also will prioritize nearby flags, to not ignore low hanging fruits
* Depending on the task at hand, bots will engage enemies on sight or only fire at them while continuing towards their objective
* When engaging an enemy, he might run-and-gun but he also might hold position
* Bots may decide to hide near a captured flag they want to guard. They will pop up once that flag is being stolen.
* Bots may decide to go hide when he loses sight of an enemy that he's fighting
* Bots have a random chance to follow nearby human players. They will engage any enemies encountered and will periodically consider breaking off to go solo again.

You can see a preview of the bots in action below, please note many of the animations are broken.




We still have a lot of work to do to make them smarter and we'll be updating you on the progress as we go. It is possible we begin testing an early version of them before they are final.

Stat and Progression Systems
Earlier in the year we broke ground on the backend of this system which will be the foundation of our player stat profiles and player progression features.

New UI
Because we have many several features that required new UI we’ve decided to do an entire UI pass to give the game a fresh face. The concepting stage has already begun.


This isn't everything, as we like to keep some things a surprise.

This also does not include many of the very important smaller features like bullet penetration, steam integrations, recoil patterns, etc.

Lastly this doesn't include the long list of gameplay rebalancing and refining items that we plan to start ramping up before our big update lands.

-Driven Arts
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