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.
Recente recensies:
Grotendeels positief (343) - 78% van de 343 gebruikersrecensies in de laatste 30 dagen zijn positief.
Alle recensies:
Erg positief (12,188) - 83% van de 12,188 gebruikersrecensies voor deze game is positief.
Releasedatum:
14 dec 2015
Ontwikkelaar:

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Vroegtijdige toegang

Ontvang onmiddellijke toegang en begin met spelen; raak betrokken bij dit spel terwijl het zich ontwikkelt.

Opmerking: Deze game in vroegtijdige toegang is nog niet voltooid en kan mogelijk wel of niet veranderen. Als je niet staat te springen om deze game in de huidige staat te spelen, kun je beter afwachten hoe het spel zich verder ontwikkelt. Meer informatie

Wat de ontwikkelaars zeggen:

Waarom vroegtijdige toegang?

“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.”

Hoelang blijft dit spel ongeveer in vroegtijdige toegang?

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

Hoe gaat de volledige versie verschillen van de versie met vroegtijdige toegang?

“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.”

Wat is de huidige staat van de versie met vroegtijdige toegang?

“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.”

Zal de game anders geprijsd worden tijdens en na vroegtijdige toegang?

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

Hoe zijn jullie van plan de community te betrekken in het ontwikkelproces?

“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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Recente updates Alles weergeven (84)

12 oktober

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.
99 opmerkingen Meer informatie

3 oktober

Monthly Recap - September 2017


Hi Squaddies,Ah, the crisp air, the change of seasons, and one of the spookiest months of the year. The ghosts and ghouls will soon be out, and, let's face it, the only way to be prepared is to bring along a squadmate hauling a PKM to make sure when the zombies* come, they stay down.


Systems


Territory Control Game Mode Prototype
Starting with the introduction of a test map last year called Insurgent Territory Control or ITC, we have been wanting to do a game mode that has a more dynamic style of play that focuses on gaining ground and fighting for locations that matter. It has been our goal to try and develop game modes that provide more strategic play and allow the players the ability to create their objectives and drive their own experience. As a step towards that goal (FOBs are one piece of that puzzle) we have started our initial development of a frontline, territory control based game mode. Depending on how development and testing goes, this may evolve into multiple game modes, such as the initial terrain based one and a larger sector and resource based one. Hex lattice auto-generation tools are being created, UI is being designed, and initial gameplay design is being hashed out. To keep this semi-short, we are giving you a screenshot that should provide a broad overview of the current Work In Progress.



Staging Area
The initial implementation of staging areas for the beginning of round timer has been created. This will partially replace the current timer allowing players to spawn in before the match starts, so squads may gather together, go over plans, and stage vehicles.



Art


Bradley Fighting Vehicle

Our first truly dedicated Infantry Fighting Vehicle is ready to be shown off. Bridging the gap between Armored Personnel Carrier and Main Battle Tank, IFVs can transport a small group of infantry while also providing considerable fire support against both infantry and enemy armor. You may still need to remind your squaddies that it's not a BTR, though.







PKM
Following the reveal of the m240 in the last recap, we are now ready to reveal the next General Purpose Machine Gun - the legendary PKM. Developed in 1961 and improved in 1969 (Nice.) when it was adopted into service, you will likely see the PKM go out before the modernized PKP is ready for action, which means that there will likely be a small period where the Russian faction uses the PKM.




M1 Abrams
The first of several Main Battle Tanks to be shown off, the M1 will come in two base versions in the world of Squad - the M1A1 and the M1A2. Main Battle Tanks will be a highly valuable asset that will be able to deal with most battlefield threats head-on confidently.



Mapping
Belaya First Look

You can make your own, "Winter is coming..." joke as the rest of us ogle the first look at Belaya. Belaya is an Eastern European map set in late winter/early spring. One main goal for Belaya has been to try and capture gameplay elements from our existing maps in the hope of providing a varied gameplay experience. Production of the map is in full swing and will keep you updated as we progress at a rate faster than White Walkers. You'll have to keep a (Night's) watch on this one.






Fallujah: More to Come
We don't want to keep you out in the cold forever, though. The environment team has been cranking away on revisiting our production workflow and creating some exciting assets for this map, and boy are we excited. As we've mentioned, we're planning a detailed blog post about Fallujah which will give you a more in-depth behind the scenes of our thought process and how Squad's team works under the expert guidance of artist oxygencube.



If you find yourself a little scared of marching North, Maesters are standing by now. No word on the milk of the poppy update for medics, though. Thanks for joining us for another recap! As always, be sure to let us know what you think.

Offworld Out.

(* No zombies were, or will be harmed. C'mon, zombies are, like, so 2010.)
170 opmerkingen Meer informatie
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Over dit spel

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.

Systeemeisen

    Minimum:
    • Besturingssysteem: Windows 7 SP1 (x64)
    • Processor: Intel Core i5-2500K CPU
    • Geheugen: 8 GB RAM
    • Grafische kaart: Geforce GTX 770 or AMD Radeon HD 7870
    • DirectX: Versie 11
    • Netwerk: Breedband internetverbinding
    • Opslagruimte: 35 GB beschikbare ruimte
    • Aanvullende opmerkingen: A teamwork oriented mindset
    Aanbevolen:
    • Besturingssysteem: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • Processor: Intel Core i7 4790k CPU
    • Geheugen: 16 GB RAM
    • Grafische kaart: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: Versie 12
    • Netwerk: Breedband internetverbinding
    • Opslagruimte: 35 GB beschikbare ruimte
    • Aanvullende opmerkingen: A microphone
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