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  1. Welcome everyone to the Warfare 1944 April development blog! Drakeling Labs in 2018 Welcome to our first official development blog of 2018! Hopefully this will mark a regular increase of development blogs following into the year. The past eight months have been a crash course in improving our infrastructure, expanding our network, and generally improving our understanding of how best to build and maintain a successful development community. Improved community systems, functions, and infrastructure. We're excited to have ever improving development infrastructure. Since last year, we've spent considerable time expanding our development, community, and legal platforms. Now we're happy to have automated applications, improved development issue tracking, and expanded legal infrastructure. For those of you who have followed us for years, you'll know how important this is to us... and how much security, peace of mind, and time these improvements will save our development teams. If you wish to follow the project, try to stay active in our primary development channels. Introducing Warfare 1944 For our first major development blog of 2018, and after months of work, we're incredibly excited to reveal our Warfare 1944 project! Warfare 1944, being built on Unity, is the perfect project to round out our development résumé. Our community now has active projects in every major concurrently popular development platform, including Unity (Warfare 1844,) Unreal Engine 4 (Harsh Doorstop,) and Java/LibGDX (Iron Armada.) This gives us the golden opportunity to explore (and connect with) each respective development community we work in, finding new talent, ideas, and opportunities everywhere we go! Screenshots from our first multiplayer event in Warfare 1944. Version One, Roadmap As with all our projects, we like to keep our first playable humble and our long-term ambitions high. However this means that, as always, our first prototype will be simple... and will serve as a baseline build for us to modify into the full game we all want to play. Version one is currently planned to include: 12 Weapons Currently we plan on implementing the M1 Garand, Karabiner 98k, M1 Thompson, Maschinenpistole 40, Sturmgewehr 44, Browning Automatic Rifle, M1 Bazooka, Panzerfaust, Luger, M1911, Stielhandgranate, and MK2 hand grenade. 2 Maps Our first two maps will include a traditional "Normandy" beachhead style map, and a "Carrier Assault" style map using our newly developed aircraft carrier. Naval vessels will not be command-able in our first playable build, however we think our "Carrier Assault" map will give players an idea of what naval combat can look like in future builds. Advance & Secure Naturally our community is rooted in Project Reality, and we have no intention of releasing a tactical shooter without our beloved Advance & Secure gamemode. The first version of Warfare 1944 will include a simple version of this gamemode, that is balanced for infantry. All planned weapons for Warfare 1944, version one. Long-Term Roadmap The current feature list is still only scratching the surface of what we have planned for Warfare 1944. However more importantly, we build all our games to function like a platform... just as much as a game. So our long-term features plan to incorporate systems for user creation, workshop support, and beyond... just as much as we plan to incorporate new content and mechanics. Assets currently being rigged, animated, and developed into fully functional pawns. Plans for drive-able vehicles, command-able naval vessels, one hundred player servers, and more are all on our roadmap. We already have a significant amount of experience developing similar systems for our other games in the past (for instance Iron Armada's multi-crew ship system) so while difficult... we expect over time (and with the community's support) all these things (and more) will slowly make their way into our game. Beyond our currently published long-term roadmap, we plan to keep our more unique plans for the game discreet. Copying other games nowadays is easier than ever before! So we want to make sure the ideas we are most proud of, we keep confidential until release. However... for anyone interested in participating, make sure you file a beta tester application here. How To Participate Obviously the only limiting factor on how much we can create, is largely dependent on the help we receive from the community! If you are interested in helping with development... make sure you file an application in the following forum! Beyond this, if you are interested in being a part of the upcoming public beta... keep an eye on our official channels! Our public beta will be released through our website when finally available. So if you don't already have an account, make one as soon as possible! Otherwise... thank you so much everyone to your ongoing support, especially our monthly supporters who keep our community lights on. I hope many of you are proud of the work that we have done, and how far we've come from a simple server community. If you want to continue following our progress, and our story... make sure you follow these official development blogs by signing up for our direct notifications and you will always stay informed! Until then, I hope to see you on the battlefield! See you soon! - Everyone at Drakeling Labs
  2. Bluedrake42

    Iron Armada ► June Roadmap

    Welcome everyone to the Iron Armada June roadmap update! Iron Armada Pre-Alpha v0.2.0 Welcome to Iron Armada's first major update! In this article we'll cover what new features and changes have been added to the game, what has been released to the public, and what we are next looking to complete! Iron Armada is a completely original game, written from scratch in Java by our community developers. If you want to be more involved with project development, make sure you follow the development channels below! If you wish to follow the project, try to stay active in our primary development channels. Iron Armada: Update Trailer & Development Vlog After a long period of radio silence... it is finally time to show you what we have been building! Version 0.2 brings a huge list of improvements and expansions into Iron Armada. This is the first major update we believe begins to illustrate Iron Armada's ultimate vision, and is also a strong preview of what to come. Our Iron Armada v0.2 Release Trailer New Major Features Version v0.2 is the first major expansion of Iron Armada that shows the power of our engine, and what is possible within the scope of our game. New features include complex ship construction, manned weapon systems, animation overhauls, sound effects, new gameplay mechanics, and fully upholstered artwork. New major features. Upcoming Features & Updates The current feature list is still only scratching the surface of what we have planned for Iron Armada. In this section I will give you a brief preview of our work-in-progress development on features we are expecting to release in future versions of the game. These features are not currently in the game, but are actively being developed. In addition to the above, a new default gamemode is currently being developed named "Armada" which will serve as the foundation for our Steam release. We will release more details on this mode as we near our official release on the Steam store, however the mode should allow players to much more quickly enter the action... without sacrificing the deep strategic gameplay that Iron Armada currently offers. Steam Release Checklist We are inching closer to our first official release on the Steam store each day... however there are still a few critical things we need to complete before this is possible. Server Browser & Steam Integration. Most importantly, we first need to finish our in-game server browser and Steam client integration. We already have the initial framework for this completed, however we are forcing ourselves to triple-check this integration to ensure that it will be as reliable as possible upon release. User Interface. Our user interface is currently placeholder programmer art while we perfect our backend and solidify our layout. However before our official release, we would like to have our entire user interface completely polished with the custom typefaces and aesthetics we have designed for it. We think this is critical to a good first impression. Gamemode "Armada." We want the first moments of gameplay for each new Iron Armada player to simultaneously be enjoyable and smooth, but also fully showcase the best of what Iron Armada has to offer. We think our new upcoming gamemode will be the best combination of strategy, construction, and teamwork, to properly show off Iron Armada in the best light. Once these three things are done, we will finally be ready to release on Steam! We are expecting these features to only take a few more weeks, but as always we can only promise that it will be done "when it is done!" That is everything to update you with for this month! If you have any questions about the project, be sure to visit the forums and Discord... and if you wish to become a supporter and pre-order the game, please do so below! Thanks so much for your support everyone, and we all look forward to seeing you on the Iron Armada testing servers! See you soon! - The Iron Armada Team
  3. Welcome to Project Reality: ArmA III's newest development blog! Project Reality: ArmA III ► Base Building & Forward Outposts In previous versions of both Project Reality & Project Reality: ArmA III... bases have been static, with fixed positions, and fixed assets. This means starting from the same bases, assaulting the same positions, with the same assets... every time. Boring. We intend to change this... by developing an entirely new asymmetrical, dynamic, and player driven form of base construction... that deeply impacts the entire enduring engagement of each missions, based on each team's early-game decisions. If you wish to follow the project, try to stay active in our primary development channels. Introducing Forward Arming & Refueling Points ArmA is a big game... and big games deserve big features. We've been working to redefine how forward outposts function in ArmA to compensate for the gigantic terrains and asymmetrical environments players encounter. Our solution... the Forward Arming & Refueling Point... your new universal deployment point for Project Reality: ArmA III operations. A deployed and fully upgraded F.A.R.P. Forward Arming & Resupply Points allow teams (with combined effort) to fully define the forces available to them, while supporting your entire team on the front-lines. These constructible forward bases not only allow a team to fully support vehicles on the battlefield... but also serve as deployment positions for team assets... including tanks, helicopters, light vehicles, and more. Varying stages of F.A.R.P. deployment F.A.R.P. bases are deployed from deployment vehicles (available at other upgraded forward bases.) Each forward outpost has expansion points (or nodes) that can be used to expand each base's functionality over time. These nodes can be upgraded to serve as vehicle respawn points, offer repair/refuel/rearm services, expand base defenses... and more. A player deploying a F.A.R.P. node into a helicopter deployment pad These nodes are permanent when deployed, or until F.A.R.P. is destroyed by enemy forces. Each node only serves a singular purpose, and only serve as respawn points for the vehicles it deploys... vehicles are not purchased in Project Reality. If the vehicle dies, it will respawn at the F.A.R.P. node it was deployed from after a fixed respawn delay. With this system, each team can ultimately create proper forward operating bases, that supply and maintain entire motor pools for a team. A variety of deploy-able nodes available at constructed F.A.R.P.s These permanent nodes change the entire combat environment for each operation, with each team able to decide what assets THEY need for the given operation. This system should create exponentially greater variety in team engagements, allowing each side to adapt to any given situation... as long as resources and deployment times allow. Base Construction Mechanics For the curious, here is an in-depth outline of the current F.A.R.P. deployment process. Please keep in mind that all these details are subject to change, our system is still a work-in-progress, and we are preparing to change our designs based on player feedback from future scheduled playtests. A simple mock-up of a deployment vehicle deploying a new F.A.R.P. To deploy a new forward outpost, a deployment vehicle must spawn at an established F.A.R.P. and travel outside of the outpost's construction radius to establish a new starting base. These deployment vehicles are spawned from "Deployment Vehicle" deployment nodes that can be built at established bases. If no deployment vehicles are available at forward bases, a permanent deployment vehicle node will always be available at each respective team's starting base. A simple dissection of forward outpost nodes and hubs When deployed... each F.A.R.P. has only five expandable nodes. These nodes cannot be sold or undeployed... and are permanent when upgraded, unless the F.A.R.P. is destroyed by enemy forces. Players will need to build multiple forward bases to have a variety of assets, supplies, and deployment points to engage from. Stages of forward outpost construction and expansion As the forward outpost naturally expands, the central structure also automatically expands with it. When newly deployed, a forward outpost only exists as a single deployable cargo outpost. However when the forward outpost successfully constructs three fully developed nodes, the central structure automatically upgrades to a tier II cargo headquarters. Lastly when the forward outpost successfully constructs five fully developed nodes, the central structure fully upgrades to a tier III cargo tower. Showcase of possible expansion node combinations for different deployed F.A.R.P.s Nodes are deployed using credits generated over time by deployed forward outposts. Each F.A.R.P. generates its own resources over time, which can be used to deploy nodes, deploy ammunition supplies, repair supplies, infantry equipment, weapons, and more. There is no other way to generate resources for a forward outpost, so defending long-standing forward bases is important to long-term mission strategy. Additionally resources spent on expensive expansions (such as close air support, main battle tanks, and more) may have serious consequences compared to purchasing cheap early-game expansions (such as light vehicles, transport helicopters, and beyond.) All forward outpost hubs offer supplies and logistical assets depending on their tier Powered by R3F Logistics Finally, all forward outpost hubs can supply infantry squads with supplies, ammunition, logistical assets, and even armed emplacements in exchange for generated resources. Each advancing tier of a deployed forward base unlocks more powerful equipment and supplies available to infantry squads. Tier I forward outposts only offer basic fortifications and logistic equipment, such as sandbags, crates, and barbed wire. Tier II forward outposts offer more useful supplies, such as ammunition and medical supplies... greatly decreasing the amount of supplies needed to be flown into the area, and turning a tier II forward outpost into a local resupply hub. Tier III forward outposts offer advanced equipment, such as anti-tank emplacements, thermal sighted turrets, anti-aircraft launchers, anti-tank mines, and mortars. New Development Repository Unfortunately we have recently experienced a serious security risk when using Github while working with previous developers of Project Reality: ArmA III. We witnessed a highly damaging abuse of repository administration permissions, that allow contributing developers to delete, transfer, or otherwise deface parts of our repository without authorization. Unfortunately while using Github, this issue is virtually unavoidable when working with large teams. It is a problem similar to giving twenty of your friends the password to your Facebook account, and waiting to see which friend ultimately presses the "delete account" button... even when nineteen don't. This incident caused serious setbacks for our development progress, and we have since spent considerable time finding and building preventative measures before continuing development on Project Reality: ArmA III. In response to this, we are proud to finally reveal our new code repository at https://gitlab.bluedrake42.com/ Our new self-hosted development website, powered by Gitlab With this new platform, we'll have greater control over our intellectual property, and have greater chance at thwarting improper usage of repository permissions, as well as having more direct recovery alternatives in the event of catastrophic events. Currently the server runs Gitlab Community Edition on our own web-server in Utah, is backed up by Amazon Glacier services, and provided support for by Liquid Web management services (all services I recommend very highly, and who help me considerably keeping this community alive.) We're hoping that now with a new platform to build our products on, as well as new confidence in our web security (although we are always learning and improving <3) now is the best time to continue developing Project Reality: ArmA III! Release Date As always... we always strictly adopt a "when it is done" development mentality. In fact we go beyond that... since this is a community developed modification, we have also strictly adopted a "you can help us get this done faster" mentality. This means if you see an issue, or a feature you want, you can be the person to fix it, create it, or donate it. We only will finish this project as fast as the community comes together to help us. If you are interested in contributing,make sure you join the project forums and Discord server. Additionally if you are interested in supporting our server, and ongoing development, make sure you VISIT OUR STORE to consider becoming a supporter. Additionally if you want to follow development directly, or possibly apply to become a developer for Project Reality: ArmA III please consider REGISTERING ON OUR NEW DEVELOPMENT REPOSITORY! Otherwise, thank you so much to everyone for your patience over the past few months, and we're excited to show you some of the incredible things we've been working on! We hope you are just as excited about the future of Project Reality: ArmA III as we are <3 Cheers! See you soon! - The Project Reality: ArmA III Team
  4. Welcome everyone to the Iron Armada February roadmap update! Iron Armada Pre-Alpha v0.1.3 Welcome to Iron Armada's first proper development blog! In this article we'll cover what we have already accomplished, what has been released to the public, and what we are next looking to complete! Iron Armada is a completely original game, written from scratch in Java by our community developers. If you want to be more involved with project development, make sure you follow the development channels below! If you wish to follow the project, try to stay active in our primary development channels. Successful Greenlight Campaign Iron Armada is going to be on Steam! After a successful Greenlight campaign, we have already begun the process of registering our application on Steamworks, as well as adapting our current game-build to function with Steam's infrastructure. Thank you so much to everyone who helped us make our campaign a successful one, and we'll hopefully have Steam keys available for our active supporters here soon! Our official Greenlight trailer Current Features & Functions The current version of Iron Armada includes our core features, that serve as the foundation of the game, and will be constantly improved over the lifetime of the game. These features currently include full multiplayer gameplay, with multi-crew ships, large fleet faction battles, ship-to-ship boarding, resource mining, and ship construction. Current game features. Upcoming Features & Updates The current features of Iron Armada only scratch the surface of the game's gameplay potential. Over the coming months, we are expecting to begin releasing some of our more advanced features... that we feel will begin completely transforming the game. New features such as ship exteriors, multi-blocks, advanced power systems, new construction methods, rebalanced infantry combat, overhauled weapon effects, overhauled damage effects, and more... will likely turn Iron Armada into an unrecognizable experience. To illustrate some of these upcoming changes, we have prepared the following documents explaining future features. Following development blogs will delve into deeper specifics for each upcoming feature, as well as game re-balance, as development progresses. We're excited to talk in detail about each specific feature seen above, such as ship customization, new infantry equipment, new weapon types, new engine variants, and more. So make sure you FOLLOW FUTURE DEVELOPMENT BLOGS released on our forums! Release Date Iron Armada has a strict "when it is done" development mentality. However, we have already released the public pre-alpha testing build... so hopefully that will keep you entertained until the official Steam release! We are currently working with Steam to adapt the current game to their distribution systems, and we're hoping to have our first Steam keys available to active supporters in the coming month. However for today, that is everything to update you with! Thanks so much for your support everyone, and we all look forward to seeing you on the Iron Armada testing servers! If you have any questions about the project, be sure to visit the forums and Discord! See you soon! - The Iron Armada Team
  5. Welcome everyone to the Harsh Doorstop February roadmap update! Harsh Doorstop Pre-Alpha v0.01 Welcome to Harsh Doorstop's first development update, showcasing what we've accomplished, and what we're next looking to complete. Harsh Doorstop is an open source, and free development project... meaning we intend to cut costs, and incorporate affordable third-party material whenever possible. Our goal is to create an enjoyable, modifiable, multiplayer, team-work oriented platform for our community... developed affordably, and available for free. A strong reliance on third-party content makes this possible. Our core development team consists primarily of programmers and gameplay designers, orchestrating assets either purchased, developed in-house, or donated to the project. If you wish to contribute to the project, try to stay active in our primary development channels. Pre-Alpha v0.01 Video Showcase Enjoy the first video showcasing in-game footage of our initial framework. This framework showcases fundamental systems functioning in a multiplayer environment, including multi-passenger networked vehicles, true first person mechanics, large-scale detailed terrain, and elemental match management systems (round reset, factions, scoreboard, and match time.) Initial Features & Functions The first versions of Harsh Doorstop focus primarily on building fundamental systems needed to support a full game. Things such as multiplayer support, networked vehicles, true first-person perspectives, and basic infantry weapons. These systems are going to be continuously improved and polished throughout the lifespan of the project, and lay the groundwork for more advanced features in the future. Our current priorities revolve primarily around polishing vehicle integration (including network smoothing, physics balancing, and player interaction detailing) implementing new player animations (being custom developed by mistwalker) and balancing for realistic gameplay (which will better showcase our framework's potential for tactical gameplay.) Upcoming Features & Updates Subsequent versions of Harsh Doorstop will focus primarily on implementing wider variety of content, as well as establishing a pipeline for importing regular third-party content, and building an intuitive user interface for more seamless clientside game management (right now you launch the game and connect to servers through .bat files.) Importing third-party content. Building a reliable pipeline to regularly import third-party content will have major impacts on content release frequency. Unlike other commercial titles, Harsh Doorstop is openly embracing the idea of utilizing community developed content already available for Unreal Engine 4 on the open market. Using this to our advantage will allow us to implement large quantities of content at a fraction of the cost, in a fraction of the time, keeping our project free to the public, but still content rich. Upcoming Content These assets are not free without a studio license (the above assets are created and licensed by Hum3D studio) so we will need to purchase (and fully convert, animate, and import) each asset for use in Harsh Doorstop. Each asset (depending on complexity) costs anywhere between 300$ and 1000$ after completion. To cover these expenses, we will be running small community fundraisers as we continue development of the game. With consistent funding, more assets can be purchased, imported into the engine, and released in Harsh Doorstop... allowing for constant new content available to the community (as long as our budget allows for it.) For those still skeptical on the feasibility of importing third-party assets into an existing Unreal Engine 4 game, here is an example of an identical model (purchased from Hum3D) imported into a playable build of Unreal Engine 4 by our team. We converted this into this User Interface Overhaul The current version of Harsh Doorstop has only a placeholder (or otherwise entirely absent) user interface for player interaction. However our developer @Ethik has been building an entirely overhauled menu, interface, and heads-up-display for Harsh Doorstop. This will completey rebase our game's accessibility, and player experience. The new menu systems should allow all players to easily navigate through dedicated hosted servers, manage video settings, as well as communicate with other players, and manage in-game inventory items. Here is the prototype radial menu working in-game Release Date Unlike other commercial titles... Harsh Doorstop has strictly adopted a "when it is done" development mentality. In fact we go beyond that... since this is a community developed game, we have also strictly adopted a "you can help us get this done faster" mentality. This means if you see an issue, or a feature you want, you can be the person to fix it, create it, or donate it. We only will finish this project as fast as the community comes together to help us. If you are interested in contributing, please ensure you INTRODUCE YOURSELF on our official Harsh Doorstop project forums. List your skills, your region, your experience, anything at all that could be useful to helping us finish our project. If you have no skills developing in Unreal Engine 4, you can still help us by FINDING US TALENTED DEVELOPERS TO RECRUIT or HELPING US PURCHASE UPCOMING ASSETS. However for today, that is everything to update you with! Thanks so much for your support everyone, and we all look forward to seeing you on the Harsh Doorstop battlefield! If you have any questions about the project, be sure to visit the forums and Discord! See you soon! - The Harsh Doorstop Team