Squad - многопользовательский шутер от первого лица, достоверно воспроизводящий современный общевойсковой бой с участием до 100 человек благодаря масштабным картам, фортификации, использованию военной техники, а также встроенной позиционной голосовой связи.
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Дата выхода:
14 дек. 2015
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Игра в раннем доступе

Приобретите игру и начните играть — примите участие в ее развитии

Примечание: Данная игра в раннем доступе находится на стадии разработки. Она может измениться в будущем, а может остаться в текущем состоянии, так что, если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться её дальнейшего развития. Узнать больше

Сообщение от разработчиков

Почему ранний доступ?

“С учетом масштаба, которого мы хотим достичь в этом проекте, а также времени, необходимого для внедрения всего контента, мы сочли разумным позволить нашим фанатам а также широкой публике получить доступ к находящейся в разработке игре. Специфика игры позволяет нам вводить обособленные компоненты (такие как пехотный бой, общевойсковой бой), а затем расширять их, одновременно разрабатывая другие аспекты игры. Это позволяет нашему сообществу наслаждаться игрой, одновременно способствуя ее дальнейшей разработке – модель, с которой наша команда прекрасно знакома со времен работы над модами, в которой особенно важны своевременные отзывы игроков.”

Сколько примерно эта игра будет в раннем доступе?

“По нашим расчетам, Squad останется в Раннем Доступе до середины 2017.”

Чем планируемая полная версия будет отличаться от версии в раннем доступе?

“В финальной версии ожидается поддержка 100 игроков на сервере. Кроме того, мы планируем введение широкого спектра техники для каждой фракции, от мотоциклов до вертолетов. Наконец, мы собираемся полностью обновить систему фортификации с помощью новых сооружений, а также отладки системы строительства и логистики.”

Каково текущее состояние версии в раннем доступе?

“В данный момент Squad включает в себя доработанную механику пехотных боев, а также прототип систем, связанных с использованием техники. Мы совершенствуем код, работаем над оптимизацией и добавляем новый контент.”

Будет ли разница в цене до и после раннего доступа?

“Еще не принято решение об изменении цены в Раннем Доступе или после него.”

Как вы планируете вовлекать сообщество в развитие игры?

“Разработчики Squad активно участвуют в обсуждениях на форуме, в discord и Reddit, собирая отзывы и сообщения об ошибках с целью улучшения игры. Мы также активно поддерживаем разработчиков модификаций и планируем добавить полную поддержку модификаций в игру в первом квартале 2017.”
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12 октября

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.
Комментариев: 99 Подробнее

3 октября

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.)
Комментариев: 170 Подробнее
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Об этой игре

Squad – многопользовательский шутер от первого лица, в котором командное взаимодействие, коммуникация и тактика играют ключевую роль в создании достоверных боевых действий. Примите участие в захватывающих масштабных общевойсковых боях с участием до 100 игроков, управляйте боевой техникой, возводите укрепления, определяйте стратегию Вашей команды или принимайте тактические решения на острие атаки – любой путь подарит Вам незабываемые ощущения и ни с чем не сравнимый игровой опыт.

Системные требования

    Минимальные:
    • ОС: Windows 7 SP1 (x64)
    • Процессор: Intel Core i5-2500K CPU
    • Оперативная память: 8 GB ОЗУ
    • Видеокарта: Geforce GTX 770 or AMD Radeon HD 7870
    • DirectX: Версии 11
    • Сеть: Широкополосное подключение к интернету
    • Место на диске: 35 GB
    • Дополнительно: A teamwork oriented mindset
    Рекомендованные:
    • ОС: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • Процессор: Intel Core i7 4790k CPU
    • Оперативная память: 16 GB ОЗУ
    • Видеокарта: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: Версии 12
    • Сеть: Широкополосное подключение к интернету
    • Место на диске: 35 GB
    • Дополнительно: A microphone
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