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In the Jefferson build we are rolling out the next iteration of the equipment system, that gives you a lot more flexibility as to what gear your hero brings to the battlefield. I cornered Reto.RedBjarne and had him explain. – Reto.Robotron3000
Equipment System iteration 2
For Jefferson we have updated the equipment system with a few new features.
The system was introduced in Irwin in its simplest form. Basically each uniform of the different soldier classes (Infantry, Paratrooper, Recon, Armor and Fighter Pilot) carries a number of equipment points and for every weapon equipped a number of these points are spent.
In Jefferson the next iteration is rolled out with more customization available.
We recently gave the Heads-Up Display (HUD) a major overhaul and we think it improved it tremendously, but all was not perfect and so based on your (very welcome) feedback, and our thoughts, feelings & sketches on napkins, we decided to do a few updates and some polish for the Jefferson build to make it even better.
In Irwin we took a step towards cleaning up the HUD by removing all the unnecessary clutter, which resulted in a cleaner & simpler HUD as you can see below.
In Jefferson we wanted to bring back some of the information we removed, but this time without it taking up half the screen, in addition we also wanted to add some new information that you long have been asking for.
Below is the same screenshot in the upcoming Jefferson build.
We often have a lot of players raging complaining about one being MUCH better than the other.
This is not the case though.
After I had mentioned this to Reto.Robotron3000, he handed me a couple of virtual rifles and pushed me out on the virtual shooting range to take notes and look at the weapon stats.
The new build named Irwin (after the US General Stafford LeRoy Irwin) is online.
- Warfunds added, Assault Teams earn Warfunds by fighting and spend them on supplies and reinforcements
- True Triple Currency means no longer possible to convert gold to credits, but most items can be bought with either gold or Credits/Warfunds.
- German semi-automatic rifle Gewehr 43 added
- US M1903 bolt-action rifle (without scope) added
- First iteration of improved character equipment system
We are constantly working on improving the game, one of the very visible things is when we update the look of weapons and vehicles and this time it was the weapons’ turn for a haircut, shave and manicure in the binary beauty parlor. – Reto.Robotron3000
We are working as fast as we can to get the Gewehr 43 ready for frontline duty! One of the last things missing is the reload animations and I am currently finishing them. Following up on reto.Scratchliquid’s “Wonderful World of Weapons” post from Thursday, here is a quick look on the progress of the reload animation.
There are many different ways to building weapons in 3D. This is the general way I approach building a weapon. As some of you might have noticed from the weekly Intelligence Bulletins we have been working on getting a German semi-automatic into the game for quite some time. In this post I will explain a bit about how we go about getting the graphics done for a new weapon. So without further ado, take a look at the Gewehr 43 in progress.
A new VideoLog is out on our YouTube-channel showing you some of the features and assets available in the latest build.
Some of the new features from the Felber build are:
- New Skirmish map with new domination gamemode
- New Vehicles:
- German Panzerkampfwagen I Ausführung A light tank
- US M5A1 Stuart light tank
- German Panzerkampfwagen III Ausführung J medium tank
- German motorcycle with sidecar
- New Assault Teams
- Assault Team can earn XP
- Assault Team Progression
- Tweaked light-settings
- New US and German music theme by Jesper Kyd
- …and much more
You can take a look at the full changelog here.
Please remember that the graphics, sound, physics, gameplay, etc. is work in progress and not yet final.