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알림: 앞서 해보는 게임은 완성된 게임이 아니며 개발이 진행됨에 따라 크게 바뀔 수 있습니다. 현재 상태에서 이 게임에 흥미가 생기지 않는다면, 개발이 더 진행될 때까지 기다려보는 것도 좋습니다. 더 알아보기

개발자의 한마디:

왜 앞서 해보나요?

“저희가 이루고자 하는 것의 규모와 그것을 이루는데 드는 시간을 고려해 봤을 때, 게임이 개발 중에 있을 때 대중에게 공개하는 것이 옳다고 판단했습니다. 게임의 특징 덕분에 저희는 고품질의 기능 시연(보병전, 제병협동전 등)을 할 수 있었고, 새로운 컨텐츠를 개발하는 중에도 기존의 것들을 보완, 확장이 가능했습니다. 이를 통해 커뮤니티는 게임을 즐기는 동시에 게임과 개발진을 후원할 수 있었으며, 이는 모딩 커뮤니티에서 자라나 즉각적인 유저 피드백의 중요성을 인지하고 있는 저희 개발팀에게 아주 친숙한 것입니다.”

이 게임은 언제까지 앞서 해볼 수 있나요?

“저희는 스쿼드가 2017년 중반까지 얼리액세스 단계에 머무를 것으로 예상하고 있습니다.”

정식 버전은 앞서 해보는 것과 어떻게 달라지나요?

“최종 버전에서 저희는 각 두 팀당 50명, 최고 100명의 서버 인원을 가능케 할 것입니다. 또한 저희는 작은 오토바이부터 헬리콥터까지, 각 진영마다 다양한 탑승장비들을 선보일 예정입니다. 마지막으로 저희는 설치가능한 구조물들을 추가하고 건설 및 보급 시스템을 정비해 완벽한 기지 건설 기능을 현실화 할 것입니다.”

지금 앞서 해보기 버전은 어떤 상태인가요?

“현재 스쿼드는 완벽히 구현된 보병전과 “처음으로” 적용된 차량들이 마련된 단계에 와 있습니다. 저희는 현재 수많은 기존 코드 시스템들을 재정비하고 있으며, 최적화와 컨텐츠 추가에 노력하고 있습니다.”

앞서 해보는 동안, 또는 앞서 해본 이후 게임 가격이 다르게 매겨지나요?

“얼리액세스 기간 동안 혹은 기간이 끝난 후 게임의 가격 변동이 있을지는 아직 확정된 바가 없습니다.”

개발 과정에 어떻게 커뮤니티를 참여시킬 건가요?

“현재 스쿼드 개발진들은 Discord, Reddit 등에서의 포럼 활동에 아주 적극적이며, 피드백과 버그 제보를 통해 게임을 개선하는데 힘쓰고 있습니다. 저희는 또한 모딩 커뮤니티를 적극적으로 지원하고 있으며, 2017년 초에 완벽한 모드 지원을 이뤄낼 계획입니다.”
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2017년 2월 1일

Monthly Recap: January 2017



Hi Squaddies, Happy 2017!

In December we worked hard to release Alpha 8.9 as a special patch on Squads first Steam birthday. We were happy to celebrate the anniversary by streaming CCFN and Squad Ops, and releasing a new patch that included a brand new map for you to play in was our gift to you for the holidays.

The real celebration for our team was having time off over the holidays to focus on our own well-being - a break that had been months in the making. We came back refreshed in January to venture to PAX South and work on all the goodies we wanted to pack into upcoming releases and this recap.



Systems




Tracked and N-Wheeled Vehicles

https://www.youtube.com/watch?v=PvLLWGjlmQ8

In a combined effort Drav, Trancer, Norby, Z-Trooper and others have been working on bringing you many new vehicle types and overhauling the existing ones.

Code support for tracked and n-wheeled Vehicles (standing for vehicles that have any number of wheels) has been added, which allows for a whole new spectrum of ground vehicles. In Alpha 7 and 8 all of our vehicles are hard-coded to only four physical wheels, but with n-wheeled and tracked support we'll be able to accurately simulate more of the unique wheel configurations seen in all of the different military vehicles we add, such as the Stryker and MTLB. Or even two wheeled vehicles like motorcycles.

Further adjustments have been made to address the issues of vehicles getting stuck. Vehicles equipped with systems like locking differentials in reality are now also much more capable in the game.





New Inventory System - Progress Update

CoreInventory, introduced in our last recap, has been making incredibly steady progress. Since our last update, we've removed all of the old inventory and weapon code from our Soldier and replaced it with the new Core Inventory code.

We've also cleaned out our old animation code in preparation for the new Animation System. As one of the primary goals for CoreInventory is to allow modders to create amazing things, we've also been spending time creating a large number of expandable features and examples for modders to dig into. For example, we've done a pass on our Zooming system, generalizing it and exposing a good amount of it to Blueprint to allow modders to easily add a Zoom functionality into any item, weapon, or vehicle seat.

We've also put together a system for UMG full screen overlays, which can be used for dynamic and updating screens (like a more interactive CROWS UI, for example), as well as an easy Post-Process modifier. This is only a very small sample of the things that can be done with CoreInventory.



New Animation System - Progress Update

We've been busy over the December and January period continuing to experiment and refine the new Animation System that we showed off back in November last year. In addition we've begun the process of integration which involves a lot of removal of old code and components, to make way for a lot of new stuff. One being the shift to a split first and third person system that would make a lot more player actions simpler and more elegant. But at the same time we're still able to initiate a true first person style of movement and interaction on certain actions if need be. A lot of this will become clearer the more we begin putting our new system through its paces.

https://www.youtube.com/watch?v=LbfRO2svLTw

One system we're excited to see make strides on is Free-Look. What we're testing at the moment relies on a button-press system (other control methods will be looked into later) where once activated, your mouse look will be unslaved from your weapon, and you're free to look around. However you are still limited by how far you can turn your head without moving your entire body. When you exit out of Free-Look, your character will reorient his weapon to where you are looking at. This means you can look for targets, then if you spot something, you can train your weapon onto there really quickly. We're still testing this system out and ironing out the kinks but we hope it'll make it into the final game in one form or another.

We've also worked more on the Climbing System, and are trying to refine the way your character registers obstacles and also checking for different heights. Based on the height of the obstacle, you will perform a different kind of climb or vault action. Naturally the lower the obstacle the faster it will be for you to negotiate it.



Server Queue & Server Browser Improvements

We've begun work on probably the single most requested feature for Squad - a Server Queue!

Currently, Unreal Engine must make a full server join attempt before being rejected due to the server being full, invalid password, or any other possible fail conditions. This actually makes a Server Queue quite difficult, as we don't want players waiting in Queue to be stuck in a loading screen. So, rather than make extensive engine changes to improve this behavior, we are building a system off of Unreal Engine's OnlineBeacon system that will handle a number of pre-connect tasks from the Main Menu, including checking if the server is full, having a valid password, valid game version, and in the future ensuring that the proper mods are installed before making a full connection attempt to the server.

With this system we can also build a First-In First-Out Server Queue! Also, for those of you with Reserved Slots on your favorite server, we'll be sure to put you in front of everyone else :)



Art




British Army Soldier Update

The Soldier models for the new British faction are making steady progress behind the scenes, with the texturing process complete and about to enter rigging for animation and final implementation. The unique helmet profile and liberal use of camouflage netting will help them differentiate themselves from the Americans once they begin to see action in-game.



Stryker ICV

It's a long time coming with this vehicle, and we're just as itching as you are to see this piece of kit in action. We've just finished a texture pass on this bad boy and are preparing the N-Wheel piece of supporting code to give this vehicle the in-game handling and maneuverability it deserves.



Oshkosh M-ATV

One vehicle we've yet to reveal is the M-ATV (MRAP All Terrain Vehicle), set for the American forces. Designed to defend against mine and RPG attacks, this kind of vehicle offers much better protection compared to the more common Humvees. We cant reveal much about its ingame details, but it's an asset that we're excited to put through the pipeline.





Mapping




New Eastern European Map Progress Update

Squad's first urban eastern European map is in full development. Fantastic new environment statics, buildings and set dressing from our Environment Art team is being finished up and the the map is taking on its own distinctive look. The gameplay areas will include multi-story apartment buildings, urban commercial areas, large industrial factories, and so much more!



Gorodok Expansion Update

The update we have all been waiting for, 4k Gorodok and it is awesome! With this expansion comes several new locations including an industrial train station, a small apartment complex, and several small areas that really bring this rural zone to life, not to mention some tweaks to the existing areas we all know and love. With this expansion I would not expect the same map layers as before. Get those engines warmed up because you have a lot more ground to cover soldier!



Yehorivka Update

We're adding a couple more sections to Yehorivka, some spread out residential and some industrial orientated with more complex structures for you and your squaddies to fight in. Please look forward to it!Several updates are coming to Yehorivka that we think you'll like. A large industrial complex has been added, the airport is finally getting a facelift, and several existing areas have been touched up with some new buildings to fight in.





That's been our 2017 so far, and now that the team has rested and are back in the swing of things we have some big plans and are looking forward to a very productive February. Expect lots of new and fun developments coming soon!

Offworld Out.

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2017년 1월 16일

Release: Alpha Version 8.11

Reintroducing the "disconnect" and "exit game" buttons for everyone!

  • In the last hotfix the "disconnect" and "exit game" buttons in the main menu were moved to improve compatibility with localization. Unfortunately this introduced an issue on certain screen ratios which has been fixed now
  • Fixed some vehicles not costing any tickets when destroyed on certain map layers

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스쿼드는 50대 50 멀티플레이어 일인칭 슈터로서, 결집력있는 분대시스템을 비롯해 큰 규모의 집단행동, 전략과 계획수립 등 팀원간의 소통과 협동을 중심으로 전투의 현장감을 살려낸 게임입니다. 광활한 맵들과 차량을 기반으로 한 제병협동 게임플레이, 그리고 자유자재한 기지건설 시스템을 통해 심장이 터질것 같은 치열한 전장을 선사합니다. 치밀한 작전수립을 필요로 하는 분대플레이부터 눈깜짝할 사이 벌어지는 총격전까지, 잊지 못할 전투를 경험해 보세요.

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