November Update 2016

Announcements and news posts
TimothyTheAdventurer
Community Manager
Posts: 29
Joined: 12. Aug 2016, 18:08

November Update 2016

Postby TimothyTheAdventurer » 13. Nov 2016, 13:56

Enjoy!



And for those who cannot watch the video right now, we've also posted the update in text form below.

We have been quiet in the past few months, with occasional updates on Twitter and Reddit.
The reason why there wasn't an update video for the past months is because we are focusing on playtests and gameplay aspects for Resistance And Liberation.
Let us take you through some of the new features that we've added.

First of all Stefan, our lead designer has been working on adding more props and gameplay changes into La Fiere. Adding the tanks for cover on the road and tweaking the playable areas like the bridge.

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He also created a new model of the .30 Cal semi-automatic service rifle as known as the Garand for our rifleman and the .45 Cal M1A1 Thompson for the NCOs.

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Korneel, our coder has been working mainly on the gameplay. He added crouching and leaning, as well as damage zones on the player models.
Now hitting someone‘s toe isn‘t fatal as it used to be.
Paul Jackson, a 3D artist has been working hard on the Flak 88 to texture and finish it.

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Rob, one of our level designers has been rebuilding one of the original RnL source maps, Ste. Marie Du Mont. It is now in a greybox stage that we will start playtesting very soon.

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We would also welcome our new sound designer, Ramon. We are really excited what he can bring towards the new game. So far he has recreated gun shot sounds for the four weapons that we have implemented.

Again, I highly encourage our community to follow us on facebook or twitter or sign up to our forums and check out the threads so you can have a talk with us,
the developers. and bringin our community in one place so we could listen to your voices and answer questions and possibly add some new features that you guys would like to see.

we're always looking for new members to join our team and help us make this game look and play great again.
The skills we require most currently are level designers with a strong background in designing competitive multiplayer levels.
If you think, you can help, don't hesitate to approach us. If you want to help, but think your skills are not sufficient yet, contact us anyway,
since this team is a place where people can grow over time, we do not expect Triple A level quality over night.

You can contact us at our contact page on our website

Last but not least, we would like to invite you to our public Discord server, where you can meet and chat with the devs.

That was it for this update video, if you have any questions, don't hesitate to post them in the comments below and stay tuned for more news updates coming soon.
Community Manager - Resistance And Liberation

smith1215
Posts: 14
Joined: 19. Aug 2016, 04:04

Re: November Update 2016

Postby smith1215 » 16. Nov 2016, 16:08

I'm glad to see the progress, and happier to see that St Marie du Mont is going to be in the game. It was my favorite map in the mod.
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Stefan
Site Admin
Posts: 162
Joined: 11. Aug 2016, 11:33

Re: November Update 2016

Postby Stefan » 17. Nov 2016, 09:59

I'm glad to see the progress, and happier to see that St Marie du Mont is going to be in the game. It was my favorite map in the mod.
We'll port all official maps before we start digging deep into new scenarios. LaFiere, Marie and Eglise will be the first.

CrashUk
Posts: 4
Joined: 1. Nov 2016, 21:17

Re: November Update 2016

Postby CrashUk » 22. Nov 2016, 13:56

link for public Discord server does not work.? Any testers needed? at some point

Stefan
Site Admin
Posts: 162
Joined: 11. Aug 2016, 11:33

Re: November Update 2016

Postby Stefan » 22. Nov 2016, 17:11

I fixed the link. Should work now :)

And we're slowly inviting more testers, will probably do a considerable increase in numbers there after new years. We'll have to lay out what we expect from people before inviting them though, so you guys know what you're getting yourself into :D

(Basically talking about commitment to the tests, be available once a week and keep up communication with us)

Prof. Orribilus
Posts: 5
Joined: 28. Nov 2016, 20:56

Re: November Update 2016

Postby Prof. Orribilus » 29. Nov 2016, 10:28

Hello.

I think that all the things you are showing are good, but i noticed that the graphic style is quite different: the mod seems more photorealistic while the new game seems a drawing. Is it a choice of yours?

Thanks for your work.

Stefan
Site Admin
Posts: 162
Joined: 11. Aug 2016, 11:33

Re: November Update 2016

Postby Stefan » 29. Nov 2016, 11:25

Hello.

I think that all the things you are showing are good, but i noticed that the graphic style is quite different: the mod seems more photorealistic while the new game seems a drawing. Is it a choice of yours?

Thanks for your work.
Hey Prof.

Depends on what you're looking at. What would you describe as drawing style in the screenshots? I am guessing the characters, which have no real skin texture yet and lack some? Or the vegetation, that is the old mods vegetation and now severely lacks texture resolution and a proper lighting setup?

Either way, we're aiming to go photorealistic as much as as possible again, the weapon models hopefully show that :) Anything that looks odd still comes down to either being placeholder or me not having found the right balance for the post processing. I want to move away from the dull brown-gray desaturation style of the past war games and establish a different style instead, saving the dull gray for screen effects like suppression etc :)

Prof. Orribilus
Posts: 5
Joined: 28. Nov 2016, 20:56

Re: November Update 2016

Postby Prof. Orribilus » 29. Nov 2016, 14:24

Hey Prof.

Depends on what you're looking at. What would you describe as drawing style in the screenshots? I am guessing the characters, which have no real skin texture yet and lack some? Or the vegetation, that is the old mods vegetation and now severely lacks texture resolution and a proper lighting setup?
I am referring, yes, to vegetation and some building's walls texture.


Either way, we're aiming to go photorealistic as much as as possible again, the weapon models hopefully show that :)
Yes, weapon models are good :)


Anything that looks odd still comes down to either being placeholder or me not having found the right balance for the post processing. I want to move away from the dull brown-gray desaturation style of the past war games and establish a different style instead, saving the dull gray for screen effects like suppression etc :)
Good good :)

Stefan
Site Admin
Posts: 162
Joined: 11. Aug 2016, 11:33

Re: November Update 2016

Postby Stefan » 2. Dec 2016, 10:23

I am referring, yes, to vegetation and some building's walls texture.
That stuff is high on our list for the beginning of next year :) We have Skaverat working on some new foliage already.

Prof. Orribilus
Posts: 5
Joined: 28. Nov 2016, 20:56

Re: November Update 2016

Postby Prof. Orribilus » 2. Dec 2016, 15:12

Yes yes, i imagined that :) Thank you


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