Sokol1 Posted October 18, 2015 Posted October 18, 2015 Cryengine https://www.kickstarter.com/projects/1947432146/war-of-rights
coconut Posted October 18, 2015 Posted October 18, 2015 I have my doubts on how fun gameplay will be, but it's nevertheless a really impressive work of art. It's unbelievable what modern FPS engines can render!
Sokol1 Posted October 18, 2015 Author Posted October 18, 2015 "I have my doubts on how fun gameplay will be" You mean, without the usual "Rabit & Kangoroo" run and gun? 1
johncage Posted October 19, 2015 Posted October 19, 2015 my only reservation is with the multiplayer centric focus. forming lines is best left to consistent ai scripts. people lack the discipline to form lines properly
TG-55Panthercules Posted October 19, 2015 Posted October 19, 2015 Cool - thanks for sharing this. American Civil War has always been a major historical interest of mine (although frankly the aviation elements, while groundbreaking for their time, don't lend themselves well to PC gaming ). Sounds like a daunting task to get anything that will actually be fun to play for most FPS types, but I think I would get my money's worth from it just wandering around in that environment and watching the action unfold, if they do it well. I'm in - hope they make it.
TG-55Panthercules Posted October 19, 2015 Posted October 19, 2015 (edited) my only reservation is with the multiplayer centric focus. forming lines is best left to consistent ai scripts. people lack the discipline to form lines properly Yeah - if they hadn't talked about playing as a private, I was thinking maybe each human player would play as an officer/non-com commanding a squad/unit of AI - the AI would do all the forming up into lines and stuff based on orders from the human players (I agree you're not likely to find that many humans these days willing to do what those guys did as far as standing up in lines shooting at each other like that). With as many soldiers and units as were engaged in some of those larger battles, if every human player got command of maybe 10-15 AI soldiers you might still be able to have a lot of human players on each side and also be able to get small groups of at least 3 or 4 humans to work together to form a decent battle line with some worthwhile firepower. I wonder though how many soldiers (even AI) that engine can handle in one area without bogging down. Oh well, will be interesting to see how this thing develops, if it does make it. Edited October 19, 2015 by TG-55Panthercules
Feathered_IV Posted October 19, 2015 Posted October 19, 2015 I hear there's a mod out already that turns the soldiers into hugely overweight re-enactors.
TG-55Panthercules Posted October 21, 2015 Posted October 21, 2015 I hear there's a mod out already that turns the soldiers into hugely overweight re-enactors. LOL - guess it might be that Ted Turner Gettysburg Mod I read about somewhere
Brano Posted October 25, 2015 Posted October 25, 2015 Waiting half an hour for all folks to create smtg vastly resembling firing line and then march onward just to be shot in face from 50m.Does not sound like lots of fun to me.They could talk me into arty,though. I hear there's a mod out already that turns the soldiers into hugely overweight re-enactors.
johncage Posted October 26, 2015 Posted October 26, 2015 Yeah - if they hadn't talked about playing as a private, I was thinking maybe each human player would play as an officer/non-com commanding a squad/unit of AI - the AI would do all the forming up into lines and stuff based on orders from the human players (I agree you're not likely to find that many humans these days willing to do what those guys did as far as standing up in lines shooting at each other like that). With as many soldiers and units as were engaged in some of those larger battles, if every human player got command of maybe 10-15 AI soldiers you might still be able to have a lot of human players on each side and also be able to get small groups of at least 3 or 4 humans to work together to form a decent battle line with some worthwhile firepower. I wonder though how many soldiers (even AI) that engine can handle in one area without bogging down. Oh well, will be interesting to see how this thing develops, if it does make it. the amount of units, their movements, trajectory calculation of their musket balls, etc involved in a full scale battle is not plausible scenario for multiplayer as it would require much too great an amount of data transfer in real life. i can only see that portion accurately represented in single player. skirmish with bots is good enough for mp however. to be honest, i really don't see how they can reconcile realistic battle sizes with the multiplayer focus. i think it'll be watered down in the end. with 64 player "battles"
Chuck_Owl Posted November 8, 2015 Posted November 8, 2015 Only 6 more days to go! From their kickstarter page: Welcome everyone to the Kickstarter campaign for our production of War of Rights, the most historically accurate game about the American Civil War to date! We are Campfire Games, a studio born from the passion and inspiration of two developers from Denmark: Mads “Trustyjam” Larsen and Emil “Fancy Sweetroll” Hansen. Our love for the American Civil War lead us to a dream of creating a game where we could share their interest with the rest of the world in a fun, yet educational setting. After more than three years of hard work, astounding progress has been made, and a talented and equally passionate group has been brought together to bring this dream to the realm of reality. Fight at the East Woods To start off, this is a game focusing on the American Civil War, where bullets flew for the disparate causes of their participants. Those that fought for the rights of their states and purported livelihood clashed with those that fought for the rights of the enslaved... and the Federal government’s supremacy. Brothers, fathers, sons, cousins, and friends met in the bloody conflict that has recently been estimated to have taken upwards of 750,000 lives when all was over. But, rather than have newer generations be bored in their history classes with musty books (kids still use books, right?), we at Campfire Games want to engage them in a video game that allows them to learn a lot of important information in an interactive and fun way. Reinforcements for the Sunken road With War of Rights, we are focusing on creating a group-based game with real Napoleonic-era tactics combined with the deadly accuracy of the "newer" weapons available in the period of the Civil War. Uniforms, equipment, artillery, houses, fields, and the locales are all portrayed as faithful as possible to the period we're showcasing in the game. All of this is thanks to the marvel that is the system of the CRYENGINE®. Players will form companies and regiments and battle each other on the iconic locations of battlefields such as Antietam, South Mountain, and Harper’s Ferry, following the chain of command from the rank and file private all the way up to the Major General. Now, while making a game that is fun for those playing is certainly a humongous part of our effort, another significant part of our attention is to provide useful and accurate information about the American Civil War. As many educators struggle to teach children who do not find relevance in history, they often find a way via games and other interactive methods that engage their interests and attention. War of Rights is about simultaneously having fun as well as teaching them why it is important that they learn about this conflict, information which they can then use in a classroom setting. Burnside Bridge The Next Step With all the progress we’ve made with War of Rights, it is time to take things to the next level. We want to expand our group to include more programmers to speed things up and to help us bring the final release version of War of Rights to life. And that is why we’re here. If we are to finish War of Rights, we must turn to the community who understands what we’re trying to do and why it is important. Sure, it is a video game, but we want it to be much more than that. We have a wide range of reward tiers so we’re sure that everyone will find something to make them happy to contribute to our Kickstarter campaign. We want to thank everyone for your time, and we look forward to seeing you on the field of honor! *** FEATURES Historical authenticity: War of Rights aims to recreate the events of the Maryland campaign of 1862 during the American Civil War as best as possible. Vast battlefields: Each battlefield has been carefully researched and recreated in CRYENGINE® close to a 1:1 scale. After all this work, roads, houses, fields and forests of the era will be placed as close as possible to where they existed back in the day. Key locations: Historical key areas such as the Dunker Church or Burnside Bridge will play a vital part as objectives in both the smaller Skirmishes and in the huge historical battles for players to fight over. Authentic reload: Reloading a percussion black powder rifle is a time consuming task that will present the player with the choice of continuing the reload or stop and try to win the day with the trusty bayonet when faced with a charging enemy. And as a last minute resort, you might be lucky enough to have a smaller gun on you with a single bullet to save your life. Realistic ballistics: Rifle flip-up sights will be needed for making shots over greater distances, and players will require mastering the slower bullet speeds of the era. Fouling: Firing a black powder weapon is a messy affair, and thus your weapon will start fouling as you continue to shoot. The more fouled the weapon becomes, the higher the chance of misfires or delayed fires, which in the battlefield means you won’t live to tell your tale. Team play is king: War of Rights features regiments with distinct classes such as Private, Sergeant, Colonel and Flag Bearer as well as a regiment-specific tailored respawn system. Players will quickly learn the advantages of sticking together. And later on we’ll introduce two additional branches: Artillery and Cavalry to spice things up. Chain of command system: The very first version of the chain of command system will be the relation between the officer and his regiment. Each regiment commander is able to issue direct orders such as: charge, fix bayonets, hold your ground and move to, with special buffs to the people obeying (think of it as a morale boost). Later on, we’ll be adding Generals to the field as well. These tactical masterminds will be able to coordinate their units to their fullest potential. Advancing with the Texans
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now