Tannenberg is a standalone expansion to WW1 multiplayer FPS Verdun, taking the 1914-1918 WW1 Game Series to the Eastern Front. Warfare on the border of the Russian Empire is a tense battle for dominance – stay close to your squad to survive...
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November 16 2017
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2017년 10월 12일

FRONTLINE NEWS - Q&A With Jim 'Volcol' Chilton & Alpha Testing


Tannenberg Alpha Testing at full steam!
With the Early Access release drawing nearer we are still hard work testing the current builds, for which we still need more help. We have already been getting a lot of new testers on board. Recently another group of 1,400 soldiers has been released into Tannenberg so we are picking up speed. But we have more room so if you haven’t already, you can join Tannenberg Alpha Testing using the link below. We do ask you to have at least 20 hours of Verdun playtime. We need experienced soldiers!

Join the Tannenberg Alpha: http://steamcommunity.com/app/633460/discussions/0/2217311444342949200/

Do realize, testing games in such an early state is a delicate matter. We don’t only require your valuable feedback, but also your secrecy. Signing an NDA is a serious matter so please don’t post anything from your Alpha Testing experience. And if you find a bug you’d like us to squash, let us know here:
http://bugs.verdungame.com/forums/4-alpha-testing/

Q&A With Artist Jim ‘Volcol’ Chilton
We started things off in June with the first Frontline News, featuring a video the devs did with The Great War on Youtube, with some additional information courtesy of Lead Artist Jim ‘Volcol’ Chilton. Since then we have shared a lot of new in-game action and items with you, showcasing a lot of new assets. A good occasion to get some additional information on the art process, straight from the source!

How have the last month been progressing?
The last few months have (expectedly) been pretty busy. There’s been a lot of finalisation of assets and general little tweaks and edits here and there, to make the scenes, weapons, and characters better before launch. A lot of fixes have been approached based on feedback from the community. There’ll always be improvements going on behind the scene.

Any notable changes in certain models or items that we have only seen in an older state, that you are really proud of?
The weapons have seen a set of new textures created, now with a higher texture resolution. Doubling the texture resolution has allowed for much a much better result, with rifles having much nicer wood stocks, and metals. I’m particularly pleased with the Cyrillic markings on the Russian pieces.



Mosin Carbine and m95 Stutzen example


The maps have some serious set pieces. Do you have personal favourites you would like to put in the spotlight?
The buildings in Poland are some of the first I’ve ever done, and with the aforementioned strict technical limitations (the amount of materials we use being one major performance factor). All In all I’m super pleased with the results. I’ll never think something is perfect, but as an artist it will always be a learning process. I’m really happy with the weapon art I’ve produced also, some of the items were a joy to create but not so much to research.

Which changes in the engine allowed you to do new things with the art and design you are really happy (or surprised) with?
We’ve been keeping up with Unity's 2017 new features with each patch. The art process is pretty standard but in terms of visuals, I’m really pleased with the improvements to environmental effects (not my area). The new fog and weather system works exceptionally well, and can make for a whole different feel from round to round.

Is there a particular part of the higher graphical fidelity you are especially impressed with? Has the new weather system had any effect on creating the art and assets?
The environmental and weather changes haven’t really impacted the art process too much – but have presented a few challenges in getting snow to work well from model to model.

Which of the new units had the most challenging outfits or weapons to model?
Great coats are difficult to approach. We don’t utilise cloth based physics/simulation – so including them in game and getting them to look reasonable is quite frustrating. The characters in general saw a few issues highlighted in previous Tannenberg updates, we’ve since then fixed what we can easily (uniform colouring etc) as well as general improvement. The weapon rigging for the HMG’s was quite a challenge, getting machine gun belts working well for the mounted guns took quite a while to rig.

And which kind of assets in general have been the most challenging to create?
Everything presents its own challenge. I suppose the three areas that have been the biggest challenges for me as of late are the Panzerzug rework – I haven’t done much in the way of vehicle artwork before. The church was also a challenge, given technical limitations and the scale of the asset. Foliage, I had never approached before, so working on new trees (from an existing base) was extremely frustrating and time consuming but rewarding.



Winter trees example

Is there a particular weapon or item you especially enjoyed working on for Tannenberg, as someone genuinely interested in WW1?
Personally I’m really pleased with the Mannlicher m88/90. It was quite a simple item to approach but a really rewarding project and unusual weapon, one that I hadn’t been familiar with until it’s inclusion into Tannenberg.

Stay Tuned!


As the release is getting closer we are able to share more and more inside information, so as always, keep an eye out for upcoming posts and editions of Frontline News. We have more interesting topics coming up!
댓글 16 개 더 읽어보기

2017년 9월 29일

FRONTLINE NEWS - Game Mode Maneuver Explained!

In order to do justice to the different strategies employed on the Eastern Front we have created a brand new game mode for Tannenberg, which reflects the different terrain and movement. Read on for extra information on Maneuver!



Positioning and movement are all important in Maneuver

Positioning obviously plays an extremely important part in military strategy. Enveloping and surrounding your enemy is a tried and tested tactic, cutting them off from their supply line and creating great tactical and strategic advantages. This is also known as Kesselschlacht, or Cauldron Battle for those less versed in German. The Western Front also had its fair share of encounters where this strategy played a role (the famous Von Schlieffen plan used this strategy at a large scale), but on the Eastern Front this was the bread and butter on nearly every occasion. The battle at Tannenberg itself is a prime example for the deployment of this strategy at the Eastern Front. That’s not to say there wasn’t any static fighting of course, but enveloping and surrounding was the backbone of military strategy during the war.



The Von Schlieffen plan, strategic movement at a grand-scale

With Maneuver we combine the strategic nature of the fighting on the Eastern Front that people are familiar with the operational and tactical nature of encounters in those environments. Based on the term Maneuver-warfare, we bring the mindset of trying to envelop your enemies in pockets of resistance to the (64-player) online battlefield.



Knowing the layout of the new maps will go a long way

Outflanking the enemy, capturing important tactical positions around the enemy will yield the players in-game benefits, and will lead to victory faster by cutting them off from their Headquarters. In addition, we wanted to give a more thematic context to capturing certain points, which is why we included signal stations and ammo dumps to further extend the focus on the logistical challenges of war, as one would expect in an RTS rather than FPS scenario.

Tannenberg Alpha


No pressure, but we really want you!

And finally another reminder that the Tannenberg Alpha testing is still going strong. Signing up doesn’t guarantee an invite but we are doing our best, and we’re about to send out a new batch of invites.
https://docs.google.com/forms/d/e/1FAIpQLSdIlKCIbNkW7fjrDv2eRWnbtCjP03hF5KEP7vk6XNMfmwXtIw/viewform

Have a good weekend!
댓글 15 개 더 읽어보기

게임에 대해

Tannenberg is the latest entry in the 1914-1918 WW1 Game Series that started with WW1 FPS Verdun, expanding the focus to encompass the Eastern Front. Warfare on the border of the Russian Empire offers a fresh experience for new and veteran players alike, with new squads and weapons, open maps that give players tactical freedom, and a whole new 64 player game mode!

This historical game takes place across the lakes, forests, and snowy plains of the Eastern Front - it was inspired by the Battle of Tannenberg in 1914, one of the most iconic encirclement battles in history. Players will be able to master a range of entirely new equipment brought to the field by Russian ‘Frontovik’ and ‘Cossack’ squads, or join the Central Powers to serve in an Austro-Hungarian ‘K.u.K.’ squad or German ‘Infanterie’. Tannenberg offers a range of game modes - including the exciting new Maneuver game mode reflecting the different nature of war on the Eastern Front, as 64 players battle across large maps where the objectives and battle lines are always shifting. There is a wealth of historical detail including realistic WW1 weaponry, authentic uniforms, horrendous gore, and maps based on real battlefields, this time in the forests, plains and mountains along the border between the Russian Empire and the Central Powers.

Tannenberg key features include:
  • Realistic World War 1 gameplay
  • Tactical squad-based FPS
  • Warfare on the Eastern Front
  • Majestic backdrops, map detail and weather conditions
  • Variety of game modes for player counts of up to 64

Experience World War One on the Eastern Front
It’s all-out war on the Eastern Front! From artillery barrages and poison gas to the deadly machine gun and hard-hitting rifle, there are many weapons to master. The battlefield is a dangerous place, and a little thought will help you stay alive – lead your shots, keep your eyes open, and be ready to engage in ferocious close combat at any moment.

Authentic Eastern Front Warfare
The development team is aiming to recreate the atmosphere of the Eastern Front with the same level of accuracy as in Verdun. Uniforms have been recreated to the tiniest detail, the weapons are modeled to exact references and the maps use realistic props and terrain layouts based on locations from the hilly forests of Galicia to a Polish village subjected to scorched earth tactics.

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시스템 요구 사항

Windows
Mac OS X
SteamOS + Linux
    최소:
    • 운영체제: Windows Vista/7/8/10
    • 프로세서: Intel Core2 Duo 2.4Ghz or Higher / AMD 3Ghz or Higher
    • 메모리: 3 GB RAM
    • 그래픽: Geforce GTX 960M / Radeon HD 7750 or higher, 1GB video card memory
    • DirectX: 버전 9.0c
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 6 GB 사용 가능 공간
    • 추가 사항: Multiplayer only, make sure you have a stable and fast internet connection.
    권장:
    • 운영체제: Windows 10
    • 메모리: 4 GB RAM
    • 그래픽: 2GB video card memory
    • DirectX: 버전 11
    • 네트워크: 초고속 인터넷 연결
    최소:
    • 운영체제: 10.8
    • 프로세서: Intel Core2 Duo 2.4Ghz or Higher / AMD 3Ghz or Higher
    • 메모리: 3 GB RAM
    • 그래픽: Geforce GTX 960M / Radeon HD 7750 or higher, 1GB video card memory
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 6 GB 사용 가능 공간
    • 추가 사항: Multiplayer only, make sure you have a stable and fast internet connection.
    권장:
    • 메모리: 4 GB RAM
    • 그래픽: 2GB video card memory
    • 네트워크: 초고속 인터넷 연결
    최소:
    • 운영체제: Ubuntu 12.04 or later
    • 프로세서: Intel Core2 Duo 2.4Ghz or Higher / AMD 3Ghz or Higher
    • 메모리: 3 GB RAM
    • 그래픽: Geforce GTX 960M / Radeon HD 7750 or higher, 1GB video card memory
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 6 GB 사용 가능 공간
    • 추가 사항: Multiplayer only, make sure you have a stable and fast internet connection.
    권장:
    • 메모리: 4 GB RAM
    • 그래픽: 2GB video card memory
    • 네트워크: 초고속 인터넷 연결
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