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News Update #54: Road to OVERLORD (Part 2/3)

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MaverickFM

Pathfinder Games
Following the announcement of our release timetable in Part 1, in this update we will be taking a more in-depth look at what to expect in Chapter One: OVERLORD and some of the hard choices we had to make in order to fix our release target.


Design Ethos


Firstly though let’s look at the fundamentals; what’s the philosophy behind the game design? We have seven core design criteria which shape the design decisions we make.

Tactics
Encourage and give benefit to the use of tactics to achieve the objective

Teamwork
Encourage and reward teamwork between fellow players

Realism
Present a realistic and immersive environment to players

Historical
Remain true to historical events and not to glorify the events of the war

Beauty
Create rich and beautiful environments based on real locations as accurately as practical

Enjoyment
Ensure gameplay is fun, fast and addictive whilst remaining true to our other design aims

Balance
Balance realism/immersion against accessibility, providing essential information and making the game fun for both new & old players.

Chapter One: OVERLORD, which is set in the immediate aftermath of D-Day, will be the first release of the game with the following chapters adding in new features, maps and periods of the war. This first release as you already know will be infantry-only and feature the British Armed Forces and the German Wehrmacht in June 1944.


Player Count & Level Design

The most important part of any game is the gameplay. We have been careful not to be too ambitious in the scope of OVERLORD, so have chosen to restrict ourselves to four maps optimised for 32 players.



Increasing the default CRYENGINE player cap of 32 players will require us to allocate significant amounts of our resources into ensuring the game runs smoothly both client-side and server-side, as well as expanding our maps to an area more suitable for the increased player count. We decided those resources could be better spent on gameplay features at this stage, rather than the single large task of increasing the player count.

We are still keen to increase the player cap beyond 32 players in the future and so we have designed our maps such that they can be expanded to support more players if and when we increase the player cap in a future chapter.

By limiting ourselves to four maps at first release we can afford to spend more time in perfecting their appearance and play style. Choosing the four to focus our efforts on wasn’t easy, but more maps will of course be added over time.

The core game-mode which will be common to all our OVERLORD maps is called Skirmish. The design is likely familiar to most of the community; the two teams fight with a limited number of reinforcements to capture and control key locations across the map. The system is flexible allowing level designs to select from various options, such as a capture order in which key locations must be captured, which allows the the combat to be focused into a specific area through objectives rather than lanes or barriers.



Player Effects

Simulating real-life effects such as stamina, health, fear and adrenaline are hard to realistically recreate in a computer game, due to issues such as how they are presented to the player, and the effect they have strategically. Two major effects which will be felt by the player are suppression and shock.

Suppression is triggered when bullets or explosions pass nearby to the player and have the effect of reducing the player’s combat effectiveness but only for a short period.This makes covering fire an effective tactic against a fixed enemy position and gives attacking troops a fighting chance.

Shock is different and a deeper effect on the player. It is triggered by traumatic and major events such as a near miss explosion. More disorientating and longer lasting than suppression, shock means the mortars and artillery become extremely effective at reducing the effectiveness of enemy units for a short time. A tactical window which is ideally exploited by attacking units.

That’s all for our first look at some of the game design of Traction Wars. In Part 3 we will continue our exploration of player experience, including the user interface and squad support.

We are always on the look out for fresh talent to join the team. If you think you have a skill which might be useful to us please head over to our recruitment page for details of our open positions just like the one highlighted below.



Recruitment Spotlight

ENVIRONMENTAL MODELLER
Modellers may expect to work on a variety of environmental assets. We try to accommodate personal preferences in assignment of tasks but inevitably this is not always possible. High-poly modelling is preferable but not required.

CRYENGINE allows us to push the number of triangles in our models but experience in low poly modelling is essential to get the most out of the the available budget.

For some idea of poly budgets, our weapons are usually between 6-8k tris compared to, for example Refractor 2 which are circa 3k.


Our next update will be on 11th September but in the meantime you can find us on social media from the links below.


 
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Aniallator

Member
OH MAH GAWD! Awesome! This makes me so happy :D Now we know the primary game mode, and the maps in Overlord! I'm dying to see what the fourth one is :) And shock sounds very, very cool! Just so awesome :D There literally aren't words to portray how thrilled I am right now! Looking forward to the update on 11th September, and to Overlord Part 3/3 :D The game now feels like it's inching closer and closer to release! Mah gawd, mah gawd, so exciting! Can't wait to hear about squad support and the UI :) I should probably stop typing now. I think that's enough smilies to express myself.
 
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Aniallator

Member
While that's true, I think they have a sound justification, and I'm happy to wait for 64v64 if it means more features in the meantime.
 

drummer93

Member
excellent. It's good know about the features of the game.

[MENTION=2177]Simon[/MENTION], 16vs16 is a good number. Heroes and Generals have a similar amount of player and it works very well in that aspect, having very large maps
 

LuckyOne

Member
Vanguard Friend
Very nice! I must say I agree on the scope limiting for start. Many games go ambitious on the number of maps and different features and then fail to provide well designed core gameplay. On the other hand if you focus on getting the core of the game right then you have a solid foundation to build and expand upon. And netcode is a very hard problem that could drive many players away if it's not working properly, that is if it has issues with disconnections, hit detection and syncing.

Now you got me intrigued... What could the 4th map be?
 

FlyingR

Member
This is excellent! Good job team! It's good that you guys are starting with limited amount of features.

You said that more maps will be added, will these maps be part of Chapter 1: Overlord or will it be another new Chapter?

Does this mean that by having less maps, the game will come out earlier or is it still going to come out around 18-24 months?
 

SpaceCroissant

Well-known member
Does this mean that by having less maps, the game will come out earlier or is it still going to come out around 18-24 months?

Creating four maps was taken in to account when deciding on the 18-24 month schedule that we announced previously. So in short, no. Sorry!
 

Aniallator

Member
You said that more maps will be added, will these maps be part of Chapter 1: Overlord or will it be another new Chapter?

I think additions to the game will come in the chapters (so the next batch of maps will come in Chapter Two), while bug fixes, performance upgrades, et cetera will come in and between the chapters so players don't have to wait for them.

Also, not sure if day/night versions of Merville Battery and Pegasus Bridge will make an appearance, but I recommend it; it's like adding two more maps. I'm not suggesting a day/night cycle, but you know, literal night and day versions of the maps.
 

FlyingR

Member
Creating four maps was taken in to account when deciding on the 18-24 month schedule that we announced previously. So in short, no. Sorry!

No worries! We are patient enough! :)

I think additions to the game will come in the chapters (so the next batch of maps will come in Chapter Two)
Ahh ok, I don't know why, but I thought Chapter 1 to have like at least 7-10 maps, as in going through most of the battles of the British in the Normandy Campaign. My mistake, I'm asking too much! :p
 

Hurcules

Member
good thing i just bought a new computer, really looking forward to this game. Cant wait.
 
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JanMz

Member
Now we're talking ! xD
Thanks for the insight and for shining a light on the core stuff, team. And props to Maverick for a very well structured article.
 

FlyingR

Member
Again, you scare me.

I don't even want to think about the number of objects I'd place...

/Sad-face

Hahaha yeah, as I was typing the reply I was like: yeah, no... it's not going to happen...

Sometimes I just let my imagination go when it comes to ideas and thoughts about this game. It's quite dangerous!
 
Maniche does have a point. I remember when I was dabbling with the BF1942 map editor, I'd put insane amounts of detail in a very small space. Of course, this led to the object allowance to drain quite quickly.

Anyway, very good bulletin to show us the inner workings of the team's hive-mind. And as to the fourth map: LET THE GUESSING BEGIN!
 

MaverickFM

Pathfinder Games
Now we're talking ! xD
Thanks for the insight and for shining a light on the core stuff, team. And props to Maverick for a very well structured article.

General Naga deserves the credit for this one. I just prodded him to meet the deadline!
 

Esu21

Member
Amazing update! Really defines what you're planning. One question,after Overlord will you keep adding maps from that part of the war? This game also needs a Omaha or similar map! xD
 
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