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    These forums date back to the game's origins as the Crysis mod Traction Wars. Over the years the game and internet habits have evolved and discord.gg/vanguardww2 is now the principle home of the community.

    The team continue to read and reply to posts here, but we can be contacted more quickly on Discord.

News Update #57: State of the Game

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MaverickFM

Pathfinder Games
With the winter holidays a distant memory and an exciting year ahead, I thought it would be a good time to talk a little about where the game is in development.

Over the last six months, we’ve been working hard to implement as many of the core gameplay features as we can into the internal build. We are building much of the player experience from the ground up, so in addition to spending time on the implementation of visual features we have been tirelessly working under the hood on the framework for game modes, user interface and other every day systems.

These systems are mostly very boring to talk about but it means the Level Designers, for example, can easily modify the game mode parameters for themselves rather than having to communicate and relay every tiny change through to the Programming team. The good news is that in the long run it will save us both time and make for a quicker release.


Besides the boring backend systems, we have also been working on player immersion. Suppression and Shock are both in-game working very nicely, although we are not yet entirely satisfied with some of the visual effects. From personal experience though, the crack and whizz of bullets flying over your head makes you hit the dirt hard! We have also been spending more time on player movement and weapon balancing, which brings up the interesting challenge of providing both a fun yet realistic experience for players.

On the audio side of things we have implemented a 3D positional VOIP system using Mumble, although only in a very basic form. Deeper integration is something we are exploring but not as a priority until more important features are finished.

On the Mapping front we have recently been on a major optimisation drive before pushing further forward with detailing to make sure the game is running smoothly despite all of the little details we just can't resist putting into our levels. As we add the latest technological improvements from Crytek proper optimisation is ever more important as the game progresses.

So there you have it. Why have we haven't been writing many updates so far this year? Because we've been focusing all our energy on internal builds and pushing the game forward!


Recruitment Spotlight
We are currently have positions open for environmental artists. Experience in CRYENGINE is not required so if you a talent for creating and texturing statics, props or vegetation and you would like to join the team you can find Frequently Asked Questions about joining the team and the application form on our recruitment page.​

We will soon be doing a fresh Community Questions update so if you would like the chance to have your question answered as part of the update you can submit your questions in the dedicated forum area. In meantime in our next update we continuing our series of developer interviews.. but who will it be?

 
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Aniallator

Member
Great to hear development is chugging along :D It's crazy to think that TW may be releasing a year from now. And all this talk about the suppression system! You guys are killing me with suspense! Can't wait to see what the mystery map is... in the mean time, bring forth the dev interview!
 

Aristle

Member
Thanks for keeping us up to speed. I'm also glad that much focus is being put into the design of the choke point where there are unique differences on both sides and a lot of combat will definitely be seen.
 

Zainab

Member
Hmm, The textures are good but they can enhanced now.. as cryengine added more features to it mostly like advanced in high res and advanced textures with extremely detailed environment.
Add more assets would be great in case though. ;)
Rest Keep Up And Good Work :D!
 
Looks like weapon resting is a feature.

Also, what are those stars you see all over the place? Very nice to see good progress is being made!
 

Simon

Senior Member
Nice update. You have so many things in game working, but you don't show us any videos demonstrating it :(
 

Nic727

Member
Nice work... In the futur I would like to join the team, but I have 0 experience in making game or using software like CryEngine. I started using Cinema4D, but I need some improvement to my little building... Textures are ugly lol.
 

Simon

Senior Member
Nice work... In the futur I would like to join the team, but I have 0 experience in making game or using software like CryEngine. I started using Cinema4D, but I need some improvement to my little building... Textures are ugly lol.

Hey, don't worry about your textures being ugly. We all have to start somewhere.
If you like to show your textures you can post them here: http://www.tractionwars.com/community-creations/
I'm sure we would like to see how they look and maybe devs or a professional can give you some tips
 

volcol

Well-known member
The textures really can't be judged at this distance, they're miles away! the detail up close is pretty awesome :)
 

sHaKeNbAkE

Member
Focusing on suppression system, player movement, bullet sounds, and shock system...poetry to my ears! Really hope your next video will show a little tease of some of these features even just a small glimpse would be greatly appreciated by many. Even if not perfected yet it would go a long way and I think 99% of the community understands it's a WIP.

Keep it up many are rooting for this game...cheers!
 

LuckyOne

Member
Vanguard Friend
Seems to be coming along nicely. Also: mediboxes, ammo boxes, and an AT gun position? Didn't ya guys say no working AT guns for the first release? 8|

And I wonder what the second pic is about... Material penetration or textures?
 
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