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 Post subject: Squad
 Post Posted: Wed Dec 17, 2014 2:12 pm 
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Thought I would give it a share... :mrgreen:

[R-DEV]Sniperdog wrote:
Today I'd like to use this post to share a project that a number of us developers have been quietly working on the past few months. Although it had been revealed internally several months ago to the PR team, it wasn't until now that we have felt comfortable opening up our project to the public eye, starting with the PR community.

The goal of our project is to produce an Unreal Engine 4 based standalone commercial game, whose central focus is promoting teamwork and communication through gameplay mechanics and features.

This game is:
Image

First to emphasize the seriousness of the project, I would like to highlight the list of our developers, almost all of whom are either current or former PR:BF2 developers.
Myself - Project Manager, Programmer (PR:BF2 Coder)
Mosquill - Programmer (PR:BF2 Coder)
Chuc - Animator, Graphic Design (PR:BF2 Lead Animator)
Irontaxi - Mapper (PR:BF2 Lead Level Designer);
Ghostdance - 3D Artist (PR:BF2 3D Artist)
Motherdear - 3D Artist (PR:BF2 3D Artist)
Z-trooper - 3D Artist (PR:BF2 3D Artist)
Tim270 - 3D Artist (PR:BF2 3D Artist)
Spush - Texture Artist (PR:BF2 Texture Artist)
Bull - Texture Artist (BSS Texture Artist)
Anders - Sounds FX (PR:BF2 Sound FX and Effects Artist)
Bruno - Effects (PR:BF2 Effects developer)
Okita.Makito - Military Advisor (PR:BF2 Level Designer and Military Advisor)
Litoralis - Lead Tester (PR:BF2 Tester and Tech Support)
Afterdune - Media & Public Relations (PR:BF2 Lead)

The Game:

Squad will be a tactical military game built from the ground up as a cooperative shooter, where high levels of teamwork and communication are supported, encouraged, and integral to gameplay. Complementary with that focus, we are seeking to bridge the gap between arcade shooters like the Call of Duty and Battlefield series, and military simulations like ARMA.


Where we are:

Since April we have been quietly assembling the team you see above and taking the first steps towards our first public release.

To be more specific, feature wise we have already implemented the following:

-Networked Play
-Support for Teams, Squads and Rallypoints
-Basic Integrated VoIP
-Advance and Secure
-A Master Server
-An online account system
-7 Character models composing the US and Taliban factions
-Basic weapon & equipment sets including ARs, MGs, Grenades, etc.
-A HUD system for map, compass, nametags, etc.
-Distance Sounds
-Dynamic crop & foliage generation system
-Physically Based Rendering texture pipeline
-A library of Afghan statics and accessories
-Fully functioning weapon code
-A true first-person character system


Here is a look at the current map and the AAS game mode:
http://media.joinsquad.net/screens/squa ... nounce.png

The soldiers for the US Army and Taliban factions:
http://media.joinsquad.net/screens/squad_usarmy.png
http://media.joinsquad.net/screens/squad_taliban.png

A Wide perspective view of the working landscape on our first map Logar Valley, which is set in Afghanistan:
http://media.joinsquad.net/screens/squad_map.png

Here is your whole body, as seen with with True First Person:
http://media.joinsquad.net/screens/squad_truefps.png

In addition to the above, we have many features and assets that are currently being worked on, and are soon to be included in our test builds.


We also need to address the elephant in the room.

Why are we not simply all working on PR2?

The answer to that is far from simple, but if I had to sum it up I would say it all boils down to a major difference in direction.

The biggest concrete differences are:

Squad will be commercial: Our goal from the very start has been to have a commercial game studio with both full time and freelance developers who are able to make assets and be compensated for their effort. As a part of this we will encourage talented members of the community to step up and be a part of this process. By helping to support developers financially using the game's revenue, we believe we will be able to take the scope and quality of the game to a more serious level.

Squad will be released on Epic's Unreal Engine 4: We firmly believe UE4 is the best engine for the job and it's capabilities are growing rapidly. We began laying the groundwork for this project before UE4 was released, and in all honestly lucked out with how fantastic of a deal it turned out to be for indie game studios. With a ground breaking subscription model, low royalty fee, source code access, network oriented design, and a huge base of support we really feel there will be few limits on our ability to execute the vision we have for Squad.

Squad will use crowdfunding: One major component of our development strategy is the use of a Kickstarter campaign to generate a seed fund supporting the expansion of full time development. Doing so will allow us to ramp up development prior to open alpha, and support full time developers, purchase art assets, cover our server costs, and handle the business related aspects of our game studio's creation. The more successful such a campaign is, the longer we will be able to flesh out the game without the need for revenue, and thus the longer we can build the community by keeping the game free.

The above points are critical to making the game we are aiming for, and simply would not be possible without the formation of the team we have joined together to make.


Why the name change and lack of an official connection to Project Reality?

While many of our developers have worked on PR past and present, using the PR name would present a number of complications. First and most importantly, it would cause licensing issues for PR2. PR2 is currently a strictly non-commercial endeavor, and to affiliate our game with PR officially would jeopardize their licensing status, which as it stands makes such a situation unworkable.

Additionally, while PR was originally started and evolved around the idea of making the BF2 experience more realistic, the central focus of Squad will be on establishing and encouraging the culture of teamwork that made PR the game it was.

Squad will embody that ideal through the framework we create.


So where do we go from here?

As mentioned above we will be using crowdsourcing to seed the initial development over the course of the next year.

Providing we are successful, our next stage will be to bring our core team online full time and bring the level of content and features up to a point where we have a much more comprehensive beta game that we can introduce to our community, testers and supporters.

Additionally, we will need your help and are currently looking for more developers. While we can't currently promise any immediate compensation, with the structure of our cooperative studio, we will ensure that all developers (Full time, Part time and freelance) are compensated when the business gains the ability to do so.


To allow you to show your support for Squad, we have created the following user bar, which you may feel free to use as you wish:
Image


If you wish to follow our progress, you may do so at our:
Official Forums: Squad Forums: http://joinsquad.net/forums
Facebook: http://facebook.com/JoinSquad
Youtube: Squad: http://youtube.com/user/joinsquad/Squad
Twitter: https://twitter.com/joinsquad (@JoinSquad)
Please note that on the forum, registration emails end up in your spam filter on gmail addresses, this should be fixed shortly



Oh and almost forgot, here's some gameplay.
https://www.youtube.com/watch?v=PBdh-1MZ3ww


Finally, as a reminder:

Please be curtious and stay well within the bounds of the board's rules regarding this topic on the PR forum.

While we do appreciate people expressing their support, that is certainly not an excuse to be rude or disrespectful.

Otherwise, we greatly appreciate your time and consideration. Share the news with your friends, and we'll meet you on the battlefield soon!
Respectfully,
The Squad Development Team

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 Post subject: Re: Squad
 Post Posted: Wed Dec 17, 2014 2:32 pm 
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Looks like a real good start for sure. I'll be keeping an eye on this.

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 Post subject: Re: Squad
 Post Posted: Wed Dec 17, 2014 2:34 pm 
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never heard of this, thanks.

smells like Arma a little bit from the video, but then.. thats not a bad thing :mrgreen:

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 Post subject: Re: Squad
 Post Posted: Sun Dec 21, 2014 12:15 am 
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From what I can gather, its going to be a bit FPS like AA and a bit MilSim like ArmA.

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 Post subject: Re: Squad
 Post Posted: Sun Dec 21, 2014 11:47 pm 
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Latest Alpha Live Stream Video: https://www.youtube.com/watch?v=YjcfQscSiRw

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 Post subject: Re: Squad
 Post Posted: Thu Dec 25, 2014 5:41 pm 
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This looks good! I'll keep an eye on it.

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 Post subject: Re: Squad
 Post Posted: Fri Jan 02, 2015 12:32 pm 
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Latest Update -

Merlin wrote:
Here is a summary of the things that we have been working on over the past month!

- Updated the game to use v4.6 of the engine.
- Made substantial progress on our website front-end.
- Major work in overhauling movement animations using motion capture data.
- Added basic implementation of throw-able and handheld items.
- Added grenade explosion damage, effect and sound playback.
- Added initial grenade explosion sounds.
- Implemented positional damage based on body hit location.
- Completed the M249 model (the US Army automatic rifle we will be using).
- Continued work on detailing our current environment and added new additional environment models.
- Completed final work on the voice implementation and ironed out most bugs with it.
- Added the ability for the player to configure the volume settings for the entire game, effects, voice, and music.
- Implemented a system for easily balancing the volume of various effect types in game.
- Added support for Linux dedicated servers (we also are ensuring the game compiles and cooks for Linux clients from now on as well).
- Implemented separate recoil/bolt/trigger fire animations.
- Implemented bolt locking/catching when out of ammo.
- Implemented +1 round in the chamber for tactical reloads.
- Implemented different reload times for tactical vs dry.
- Made vertical view (looking up and down) networked.
- Implemented basic view interpolation to the engine, which makes other networked players looking in various directions be smoothed.
- Made improvements to admin functionality.
- Added a simple crash log & dump reporting system.
- Made numerous big fixes and minor improvements.

Additional I'd like to mention that we just recently passed the 1000 member mark on these forums.

Thank you to everyone who has helped so far in letting people know about the game.

I would encourage everyone to continue spreading the word about Squad, especially to people who are past and current Project Reality players!

http://forums.joinsquad.net/topic/515-december/



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 Post subject: Re: Squad
 Post Posted: Fri Jan 30, 2015 1:09 pm 
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I'm sure that this game will be epic. Look at what those devs did with the BF2 engine...project reality is amazing. These guys are some serious devs.


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 Post subject: Re: Squad
 Post Posted: Fri Jan 30, 2015 2:19 pm 
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Looks good, but not my type If I have to run all those hills.. lets see some BDX style maps.. ok ok maybe a little larger :P

Will it be a free game?

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 Post subject: Re: Squad
 Post Posted: Fri Jan 30, 2015 2:35 pm 
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=IK=Doba= wrote:
Looks good, but not my type If I have to run all those hills.. lets see some BDX style maps.. ok ok maybe a little larger :P

Will it be a free game?

The project reality mod has some smaller skirmish maps. Maybe squad will have some as well.


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