Virtual Warfighter cover
Virtual Warfighter screenshot
Genre: Simulator, Strategy, Indie

Virtual Warfighter

Pausing sales while awaiting COOP / AI content update

Hey guys. We have decided to pause sales of Virtual Warfighter. We want to be able to market the COOP / Single player update without the risk of new players buying the game too early and find there is no COOP and no active multiplayer community. This way we can focus on finishing and market the COOP update, when we "relaunch" the game with COOP we will reenable sales and also have a killer launch deal for you.

Acoustics aware battle audio

A small devlog showcasing our ballistics in conjunction with our Acoustics engine. Be sure to use headphones!

[previewyoutube="iXElZ_aE2q0;full"]

Achieving Realistic Terminal Ballistics Using Real Life Data

A short devlog on the terminal ballistics of Virtual Warfighter

[previewyoutube="7cIklHYEHZM;full"]



Thanks goes to Buffman Range Channel and Aimed Research for lending me their slow mo footage.
https://www.youtube.com/channel/UCE0hyXJkKD_JyEeoA0OrROw

Additional slow-mo credits
https://www.youtube.com/channel/UC1UICFxcABkGg8Nj3X0dW8Q
https://www.youtube.com/channel/UC8UuLa4PZVWroxZgVpwaiFg

New ballistics coming

Hey guys. We have taken a short break from COOP/Single player development to rework our ballistics in the game. We used to only hitscan our weapons. Now we have proper ballistics that use real world ballistics data. Here are some work in progress videos.

External ballistics
[previewyoutube="rVBaLkjaW8s;full"]


Terminal ballistics
[previewyoutube="RixYvEMvU5w;full"]


Ballistics audio
[previewyoutube="w-vc31Wl83c;full"]

Index (Knuckles) controllers support update

Hey guys. We have been working hard on the bots, they are not quite ready yet, but we felt we needed to release native support for Index/Knuckles controllers so that people who have invested in these can play the game properly. As a bonus there are some other things included in this release.

Index support



We have implemented support for SteamVR 2 which introduces the new concept of Action bindings. We developers supply default bindings but you are free to change these to whatever you like. Most bindings are straightforward, but interacting with items are a bit different.

There are four categories, Item, Weapon,FrontGrip and Interactable. These four categories can be configured independent of each other. As an example Vive wands are configured by default to toggle weapon, you pickup the weapon by pressing trigger. And to release the weapon you press grip button. That configuration looks like this from within the SteamVR UI.



Use as trigger - Click is set to action Grip Weapon. But we have also set action Grip weapon toggle release to Grip button. This tells the game you want toggle functionality and to use Grip button to let go.

Another example would be to hold grip button to hold weapon, To achieve this we remove the Grip weapon toggle release-action and rebind the Grip Weapon action to the Grip button. This will tell the game you want to grip and hold. That would look like this from UI



Also beware there is no way for us to validate your bindings so you could create invalid ones, for example if you select to Grip and hold weapon with Trigger, then you would not be able to fire the weapon without dropping the weapon. But for other categories this is fine, like for font grips

Dual gripping pistols


You can now dual grip pistols to reduce recoil. Just hover your secondary hand over the pistol grip while holding the pistol with your primary hand.

Tutorial


There is now a in game tutorial were you can test the different aspects of the game.

New lighting


We have redone the lighting on all maps, for some maps like Subway we have done a complete re haul of the lighting. This have resulted in an overall quality boost, most noticeably on the Subway map but also on the other ones.

Bugs


Various bug fixes and improvements

Devlog #6 - Pathfinding and environmental awareness

Hi guys, we've produced a very short devlog about the pathfinding / environmental awareness part of the AI development process for Virtual Warfighter. It describes how we've solved the problem of allowing AI soldiers to make different pathfinding choices, more intelligent than just take the shortest path.

We will probably expand upon this in the future by describing more, such as how to make the AI avoid exposed routes in favor of more concealed ones, if possible.

All this is part of the work being done for our upcoming coop game mode.

https://youtu.be/nGHmmSEWfmY

Christmas greeting from virtual warfighter!

Hey guys.

We're working hard on the bots and aim to release a devlog during the holidays. As you all know, this is the season for playing around in the snow. This is fun, but is made even more fun by adding guns and grenades. Here's a Christmas greeting from virtual warfighter!

https://www.youtube.com/watch?v=Ozf1I2pkYzU

Progress report, Bots, tutorials and input settings

Hey guys.
Sorry for the low amount of updates. But we are working hard.
My brother is working on the bots, currently he is working on a system for choke points so the AI can map a path for flanking, regrouping etc, this will make the bots feel alot smarter and the gameplay will feel more dynamic.

I'm working with polish at the same time, first out is a tutorial system, here is WIP video of that https://www.youtube.com/watch?v=aBjM7HGmEU8

Something that I wanted to fix for a long time is command mapping so the player can map whatever buttons he like for the different firearm operations. Yesterday I finally took my time and implemented this, so now you can change controls for the basic operations of the firearms. It also comes with a validation system so mappings can't conflict


Update #10 Need for speed

Hey guys, feast your eyes on another release of Virtual Warfighter!

This release doesn't have an overarching theme, and consists of some miscellaneous features. Below is a list of the larger features that have been implemented.

Sway & jolt
We felt that we wanted to reduce the effectiveness of shooting while moving artificially, so we added some sway to the weapon and a jolt with each footstep.

Sprint
It is now possible to sprint using the touchpad. We've also made some changes to movement, for example when holding weapon horizontally there is a speed penalty.

New map - Route 66
This version is a work-in-progress, which means that map design isn't fully set, and there is a lot of missing detail. We're excited to release our first fully custom map, which as a bonus has large open spaces for long range action.

New Weapon - PDW
Comes with a new nifty type of magazine, which is attached in a fully physical way.

New Impact effects
We have changed our impact effects and added sounds on impact. Adds a ton of immersion when being shot. We will also work on supression and incoming fire effects in upcoming updates.

Update to Unity 2017
Using the new mixed mode lighting improves visual quality greatly for baked light by adding specularity.

The update video in its whole can be found here: https://youtu.be/tzNvG8t-mfc

Otherwise most of our energy is directed towards creating the best possible AI system. The AI on a map is split into groups / fireteams and act according to known intel and orders from a "Director" AI. This design allows us to implement bots without preternatural knowledge, that can act together in basic ways, which leads to more dynamic, emergent gameplay. For example, the AI doesn't act on a players exact location unless it has visual line of sight of the player.

Progress report

Hey guys.

So just wanted to let you know that we are not dead. :D
My brother is working on the upcoming bot release. In the meantime i'm working on a new map, our first mid/long range map so the sniper rifle can be used more effectively! It will be 3 bases out on the map for capture and S&D.

Here is a WIP screenshot of the first base.