Squad is a 50 vs 50 multiplayer first-person shooter that aims to capture combat realism through communication and teamplay. Major features include vehicle-based combined arms gameplay, large scale environments, base building, and integrated positional VoIP for proximity talking & radio.
Скорошни рецензии:
Много положителни (335) - 80% от 335 потребителски рецензии в последните 30 дни са положителни.
Всички рецензии:
Много положителни (12,222) - 83% от 12,222 потребителски рецензии за тази игра са положителни.
Дата на излизане:
14 декември 2015
Разработчик:
Издател:

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Игра в „Ранен достъп“

Получете незабавен достъп до играта и се ангажирайте с нейното развитие.

Забележка: Докато трае разработката на тази игра от „Ранен достъп“, е възможно по нататък тя да се промени или не. Ако не сте въодушевени да я играете в текущото ѝ състояние, тогава ще е по-добре да изчакате. Вижте дали тя ще придобие по-завършен вид. Научете още

Какво имат да кажат разработчиците:

Защо „Ранен достъп“?

“Considering the scale we would like to achieve and the time it will take to reach the full array of features we plan to deliver, it makes sense for us to allow our fans and the wider public access to the game while it is still in development. The nature of the game allows us to take very clean vertical slices (for example, infantry combat, vehicle combined arms warfare) and expand on them while we continue to develop new features in other areas. This allows the community to enjoy and support the game and its developers while work continues, a scenario which our development team is very familiar with, coming from a modding background where fast iteration and immediate player feedback are important.”

Приблизително колко дълго тази игра ще бъде в „Ранен достъп“?

“We are anticipating for Squad to remain in Early Access until the end of 2017”

Как ще се различава планираната пълна версия от тази в „Ранен достъп“?

“In the full version, we are aiming for the support of 100 player servers with 50 players on each side. In addition what we have planned are a full compliment of vehicles for each faction, which goes from the small (motorbikes), all the way to helicopters. Lastly we intend to fully flesh out the Base Building system by including more deployables, refining the construction and supply systems.”

Какво е текущото състояние на версията в „Ранен достъп“?

“Currently Squad is in a stage where infantry combat is fully implemented with vehicles added in a "first pass" iteration. We are currently refactoring many older code systems and working on optimization as well as increasing the breadth of content.”

Ще има ли разлика в цената на играта по време на „Ранен достъп“ и след това?

“It has yet to be determined whether the price of the game will change during or after early access.”

Как се планирате да ангажирате общността в процеса на разработка?

“Currently Squad developers are very active on the forums, discord and Reddit gathering feedback and bug reports to improve the game. We are also actively supporting the modding community and plan to add full mod support in 2017.”
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Скорошни обновления Всички (85)

17 октомври

The Wrench - September 2017


Hi Squaddies,

Winter may not be coming for all of us, but at least partly on the northern side of this cute little blue ball the days are getting shorter, nights are getting colder and the people spend more time in front of their PC rummaging around inside the Squad SDK. So, let's see what this community came up with in the month of September before hibernation kicks in!

Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passion with like-minded people that will be happy to help you along the way.

Afghan Valleys by dazZz-666

https://www.youtube.com/embed/FsyiLiXhJys
Based around the regions of the Hindu Kush mountain ranges between Afghanistan and Pakistan, this map caters to everyone who enjoys fighting in my rural areas as well as people with a taste for urban combat. It has been made with an US vs. Insurgent layer in mind and something for all the fans of the Afghan theatre.

FN Minimi Mk3 by Pawin
Made for the French Forces Squad mod, this work-in-progress weapon is already a beauty. For the modeler, Pawin, it was quite an unique experience because as everyone who tried to model a machine gun already knows: these things are complex and are filled with a lot of challenging components.

Khe Sanh Combat Base by Socrates


A regular appearance in these modding recaps, Socrates keeps on working on his Vietnam-themed map centered around the Khe Sanh Combat Base in South Vietnam. His focus for this month were the farms, dense jungles, and the trenches at the center of the map. From time to time, you can catch him streaming the development of the map on his Twitch channel for everyone to enjoy, so keep an eye on the Modding Discord to see it. Amazing to see all the pieces coming together!



Al Bab/Syr1a Map by SQ-MAK AVCI
Al Bab is a region in Syria not far from Aleppo, about 30 kilometers south of the Turkish border. SQ-MAK AVCI plans to develop a Turkish armed forces mod around this map and it's off to a great start!. So, let's hope we can experience urban street combat between the Turkish Armed Forces and Insurgents soon.

IDF Mod: West Bank Village by CreativeRealms
Already seen in a previous edition of The Wrench, CreativeRealms has made significant updates to his West Bank map since we've last seen it. He reworked the lighting and ground materials, as well as added some terraces and put some foliage down. The olive trees will provide great cover for any squad moving down the hill in its shadows. There's also a 360-degree view for everyone trying to get a grasp of the map here.

Silver by Elitelurker
Elitelurker is working on a map in a hilly region, filled with lush, but dry river banks, very steep hills, and winding roads all over it. The varied terrain should challenge squads with a variety of tactics and it will surely prove a challenge for designated drivers, too.

Squad Modding Hub Management Team Out.
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12 октомври

Animation System Update

Hi Squaddies,

I'm Chuc, Lead Animator on Squad. You might know me from my previous work for Project Reality (where I was also Lead Animator), but also all the Squad updates and news forum posts that just so happened to be in my area of responsibility, though now is taken over by our community manager, Gatzby.


I wanted to provide an update on where we're at with the Animation System, as well as the road we've had to take since beginning this system overhaul.





Back in September 2015, even before we released in Early Access, we were starting to see a lot of flaws and shortcomings with our animation system. Which was severely hamstringing us not only performance-wise, but our ability to expand it and add new features in a stable and reliable manner. In reality what you, the player, are playing with now on the current Release version 9 is something that was built from the very early days of Unreal Engine, in order to get something working, with little regard for architecture and expandability. Over the months of development and Early Access release feedback, weve made some minor incremental improvements to it in terms of performance and some additional visual fidelity, but nothing major in terms of features.


Fast forward to January 2016, when we had laid plans to rework the animation system with one of our Senior Programmers, Kory, in charge of learning and in essence building the system. At the same time, me and another animator Kab (recently hired at the time) were in charge of reanimating and re-rigging all of our weapon and character assets (over 1800 individual assets) as even the standards we were using with the old system were incorrect. We made significant progress with the creative side of development, where we had managed to re-animate almost 70% of all Squad content by September 2016, by which vehicles had been released. However due to prioritising of vehicles and the stress of having to learn a completely new system, we hadn't made as much progress on the animation programming side.





Fortunately, Kab in his resourcefulness had managed to learn a great deal about how animations work within the engine (a lot of the visual improvements with the old system were thanks to him). And so we began giving a lot of the reins over to him as we dove head first back into creating a working prototype of the new animation system, complete with the features detailed in previous animation-related monthly recaps and videos.


Come March 2017, after months of hard work, Kab and myself have managed to create a prototype that reworks the following items: 1. Visual Fidelity of Character movement, 2. Clear Separation of First and Third Person models, 3. Weapons Handling and aesthetics. In addition, a lot of the features requested from the outset, including vaulting, climbing, free-look and bipods, were included in the prototype, and what was previewed at the start of the year was the prototype version of the system.





If we had released the system in its prototype stage, it would have been completely bug-ridden and performing worse than what the old system did. And so the next step involved the all-star programming team (Kory, Motherdear, Abdel, Kevin and Joe) taking this prototype, basically a vision of the system created by the artists, and turn it into a working system that can operate in harmony with everything else in the game. We are currently well into this delicate stage of development, working with a team of more than 9 people trying to see this process through as quickly and as bug-free as possible.








While the programming team has been busy with their work on the system, we decided that I would look into motion capture as a way to vastly improve the visual fidelity of our characters. This was happening in tandem with the programming work, and included the motion capture session in July and its subsequent integration over the following month. The motion capture studio was in charge of taking the raw capture data and converting them into loops, a format which we can drop directly into the working animation system and literally see the results instantly. Working with Animatrik was an extremely valuable learning experience for the animation team, as I felt that I graduated from a hobbyist animator to a professional in my field.











Every stage has been hard, and there is still work left to be done. What is remaining is converting the underlying code to C++, making architectural changes to how weapons and animations interact; networking key features; optimising the code; and setting the weapons up by our game designers in order to give flavour to the system. Once we're past those stages, ongoing optimisations, quality assurance evaluation and bug-fixing are what's left before players can get their hands on it.


In the meantime, there has been a lot of polish done between August's Monthly Recap and now, so please enjoy a peek below.


https://gfycat.com/ifr/flawedcoolicelandgull


https://gfycat.com/ifr/sorrowfulinborngemsbok


https://gfycat.com/ifr/NiftyClosedFennecfox


https://gfycat.com/ifr/BigFlamboyantLacewing


https://gfycat.com/ifr/WellinformedNastyHumpbackwhale


Back to the grind!

Offworld Out.
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Всички дискусии

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Относно тази игра

Squad is a 50 vs 50 multiplayer first-person shooter that aims to capture combat realism through communication and teamplay, emphasizing both strong squad cohesion mechanics as well as larger scale coordination, tactics and planning. It features large open maps, vehicle-based combined arms gameplay, and player-constructed bases to create a heart-thumping, visceral gaming experience which mixes organized tactical multi-squad planning with split second decision-making in real-world scale firefights.

Системни изисквания

    Минимални:
    • ОС: Windows 7 SP1 (x64)
    • Процесор: Intel Core i5-2500K CPU
    • Памет: 8 GB памет
    • Видеокарта: Geforce GTX 770 or AMD Radeon HD 7870
    • DirectX: версия 11
    • Мрежа: Широколентова интернет връзка
    • Устройство за съхранение: 35 GB достъпно пространство
    • Допълнителни бележки: A teamwork oriented mindset
    Препоръчителни:
    • ОС: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • Процесор: Intel Core i7 4790k CPU
    • Памет: 16 GB памет
    • Видеокарта: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: версия 12
    • Мрежа: Широколентова интернет връзка
    • Устройство за съхранение: 35 GB достъпно пространство
    • Допълнителни бележки: A microphone
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