스쿼드는 50 대 50 멀티플레이어 일인칭 슈터로서, 팀원간의 소통과 협동을 중심으로 전투의 현장감을 살려낸 게임입니다. 주요 요소로서 차량기반 제병협동 게임플레이, 광활한 맵, 기지 건설, 그리고 분대 무전기능과 사실적인 근접 마이크 채팅을 가능케 하는 위치기반 VoIP기능을 선보입니다.
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2015년 12월 14일
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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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최신 업데이트 모두 보기 (84)

2017년 10월 12일

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.
댓글 99 개 더 읽어보기

2017년 10월 3일

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.)
댓글 170 개 더 읽어보기
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게임에 대해

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.

시스템 요구 사항

    최소:
    • 운영체제: Windows 7 SP1 (x64)
    • 프로세서: Intel Core i5-2500K CPU
    • 메모리: 8 GB RAM
    • 그래픽: Geforce GTX 770 or AMD Radeon HD 7870
    • DirectX: 버전 11
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 35 GB 사용 가능 공간
    • 추가 사항: A teamwork oriented mindset
    권장:
    • 운영체제: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • 프로세서: Intel Core i7 4790k CPU
    • 메모리: 16 GB RAM
    • 그래픽: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: 버전 12
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 35 GB 사용 가능 공간
    • 추가 사항: A microphone
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