Our Ghosts of War - A 400km2 World War 2 Survival Game

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Faithful g1
Faithful g1
Posts: 3
Joined: Mon Apr 18, 2016 11:51 am
PostPosted: Mon May 30, 2016 1:42 am
Hi Guys,

We're developing Our Ghosts of War, an open-world survival game in the vein of projects like Ark: Survival Evolved, Rust, and DayZ, but with a World War 2 spin on the genre. As a heads up there is no crowd funding campaign, or a storefront yet, as all we're looking to do at the moment is get the word out about our game and get your feedback on what exactly you would like for this game to be. We've already received permission from the moderation staff about being able to post about our game.

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Our Ghosts of War is being developed by Pixel Perfect Polygons. We're a 3D artdev company that has primarily operated out of the Unreal Engine 4 forums for the better part of the last 2 years doing freelance and contract work for a number of indie and AAA companies. Eventually we finally got it in our minds to begin work on our game and after laying down the groundwork for what we wanted to dedicate our time towards, production began on Our Ghosts of War.

Currently there are 20 individuals involved and working on a host of development assets consisting of art and code. We'll have more about each of these individuals shortly just so you have a clear idea of who exactly is doing what on the project. We'll also be posting regular progress reports from each of these individuals so there is a transparent display of what exactly the development team is up to.

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Our plan right now is to apply to Steam Greenlight later this year. When it comes to Early Access games some are some are definitely more complete than others. Others are never completed at all. For Our Ghosts of War we have decided to focus on creating a little of everything when it comes to weapons, vehicles, and characters, and put most of our efforts on creating our the most authentic depiction of Normandy, France in the history of video games heading into release.

What does this mean for the average player? Well it means that due to having a relatively low starting budget we are forced to make some very hard choices about the content that we intend to launch Our Ghosts of War with. Trust me when we say we're proud of how far we've managed to stretch every single last dollar but even so there are limits to what we can achieve with our current budget. The money we make from our sales will then be invested back into the game to create weapons, vehicles, and other props that we unfortunately didn't have the budget to create at the moment.

That said this is what we do intend to launch with:

- The most authentic depiction of Normandy, France in the history of video games. We've already incorporated Satellite DEM data to launch the game with 78km2 worth of authentic Normandy terrain. It looks good. It feels real. As we move further into development we will work to increase our map size to an eventual 400km2 replica of Normandy, France. There's never been anything done on this level of scale in videogames.

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- The most authentic placement of Normandy homes, farms, and roads in the history of video games. We've done a lot of homework already and have managed to track down aerial spy photographs that cover a large portion of the Normandy hills and roads. Using these spy pictures and cross referencing them against Google Maps we can accurately place homes and roads precisely where they were in 1944. The same goes for the roads as will make them 100% accurate to where they would have been during the war. There is no other game that seeks to achieve this level of authenticity.

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- The most authentic depiction of the Omaha Beach D-Day invasion ever. So this was hard but we've managed to secure official documents of the Germans with the blueprints of every single one of their defensive fortifications and measurements. This means that every anti-tank wall, anti-tank ditch, trench, concertina wire, and more will be created to the official specs of the German army. Furthermore we've painstakingly tracked down the blueprints of every single last bunker that was built on Omaha Beach and are working to create and place them exactly where they would have been in 1944 as the Allied forces invaded France in the largest invasion in history. Research matters.

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- Twenty launch weapons consisting of handguns, rifles, machine guns, and shotguns. As we earn more from the release of the game we will work to create additional weapons. The currently completed weapons are:

01. 1911
02. Luger
03. Thompson
04. MP40
05. K98
06. M1 Garand
07. Colt Official Police
08. Colt Commando
09. Springfield
10. Mauser C96
11. MG-08

The current weapons being modeled are:

12. MG42
13. Winchester M12 Trench Gun
14. FG42

We should have renders for all these weapons added to this thread sometime this week but this should do as a start.

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That's all for now. We should have daily updates for you guys starting tomorrow. We're ecstatic about the work we're doing and feel that's among the best of our lives. If you have any questions or feedback please don't hesitate to post and we'll get back to you as soon as we can. Thanks for reading!

Faithful g1
Faithful g1
Posts: 3
Joined: Mon Apr 18, 2016 11:51 am
PostPosted: Sun Jun 05, 2016 2:36 am
Hello. I've finished stitching together aerial spy references for what we intend to launch our game with. I've also started whiteboxing the game to get a get a general sense for scale.

The plan is to start on the roads tomorrow. There's a road plug-in I purchased from the Unreal Engine 4 forums that does a great job of clicking roads into existence. The terrain gets disturbed a little bit but we have little choice because UE4 is pretty awful when it comes to roads. Alireza was begging to have the source code rewritten so we could have a better road tool created but it's simply not a priority if we want to have the game playable any time soon. We'll do our best to not make the terrain appear as undisturbed as possible but it's more or less a limit of UE4. Sometimes you just got to roll with the punches.

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Faithful g1
Faithful g1
Posts: 3
Joined: Mon Apr 18, 2016 11:51 am
PostPosted: Sat Jun 11, 2016 12:41 pm
Hello everyone,

I've begun laying down roads across Normandy. The road plugin we're using is pretty sweet. It more or less makes placing roads as simple as pointing and clicking ((the roads follow the white dots you see in the image)). The creator of the plug-in was busy with school so he wasn't able to update it to Unreal Engine 4.12 until yesterday. The scale of the road meshes that came with the plug-in was also way too big and so we've had to shrink them down. I'll try getting that working tomorrow.

My workflow involves comparing shots of old aerial spy shots and current Google satellite imagery. Neither are perfect. The spy shots are authentic but warped. The Google Maps are more accurate in regards to scale but plenty has changed in the last 75 years. I have to balance both and decide whether which I want to follow in any given area. Either way I'm happy with the results and will continue tomorrow. I'll keep you guys updated.

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Robber in Training
Robber in Training
Posts: 47
Joined: Sun May 08, 2016 12:18 pm
PostPosted: Mon Jul 11, 2016 5:09 am
That sounds awesome.. Looking forward to the release..

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