Genre: Real Time Strategy (RTS), Simulator, Adventure, Indie
War of the Worlds
War of the Worlds - New Survival Gameplay Highlights
https://youtu.be/BNMMAFuVpV0
It's been 2 months and the last survival gameplay highlights has surpassed 1 million views. There are so many new features to show! Tune in for this development progress update & gameplay highlights video.
(Exclusive YouTube development live streams & early access to videos) Patreon: https://www.patreon.com/flipswitchgames Wishlist War of the Worlds on Steam: https://store.steampowered.com/app/1898920/War_of_the_Worlds/ Discord Community: https://discord.gg/waroftheworldsgame
New screenshots from Patreon Closed Testers!
https://www.patreon.com/flipswitchgames
Some new incredible new screenshots taken by our closed testers! Closed testing opened up to our top patrons who have pledged 100$ and up on Patreon. We had originally only opened up 30 slots for closed testing which were quickly filled in 1 day. We have opened up some more slots for those interested in hopping in and becoming a closed tester to help shape the future of the game. One closed tester has been using Reshade while playing the game and has some really cool post processing effects. So far 8 patches have been pushed to closed testers with a long list of bug fixes, suggestion implementations, and performance improvements. Closed testing will open up to our 50$+ patrons in the coming weeks so stay tuned!
Updated minimum system requirements to be a closed tester are now 8GBs of RAM instead of 16GBs and HDDs are now able to load the game instead of only SSDs.
War of the Worlds - 20 Minutes of New Gameplay (Development Update)
https://www.youtube.com/watch?v=iUd1wQ4FHTU
(Exclusive discord development live streams & early access to videos) Patreon: https://www.patreon.com/flipswitchgames Discord Community: https://discord.gg/KRZJYNhpM8
In this month’s development progress video we go over the latest features implemented as well as many changes and improvements made to many other aspects of the game. I love to hear your suggestions and ideas to improve the game and make it more immersive.
Improvements to the machines include new forcefield effects, completely reworked and redesigned tentacles that sway with the tripod, can pickup and toss vehicles, work more reliably, and look and run smoother.
The environment has gotten a big touch up. Volumetric fog and lighting has been improved to obscure the distance for mystery of what lies ahead and to unload unnecessary objects and areas for performance optimization.
Military AI has been added that engage the tripods whenever they approach, they will also pursue and do their best to delay the advance of the machines. The military die out as the days pass so their presence is more felt in the first 2 days.
A lot of work has been done on Immersion. New dynamic weather including rain, storms, snow, and more. The weather particles are collision based and won't clip through buildings, the weather SFX is audio occluded to sound muffled when inside and louder outside. Distant lightning storms can be seen which are delivering more aliens. Distant off-map battles can be heard and seen.
There's a ton to go over so be sure to check out the whole video!
A new 6 minute patreon exclusive gameplay video & development progress update is live exclusively for our patreon supporters! You can pledge any amount and become a patreon supporter at any time on our patreon here: https://www.patreon.com/flipswitchgames Patrons will be getting early access to the game later this summer and get to see gameplay and screenshots before the public. To all our current patrons, thank you for your support! The public can expect more gameplay and development progress later this month!
0.2.6
Huge optimization (Average 60FPS now)
Tripod feet now have IK and conform to the terrain height (WIP)
Added screams and cries for help from cages of tripods with people in them
Added day time volumetric fog
Fog now turns red over time to simulate red weed
Improvements to tentacles (Added angular limits to prevent sharp bends in tentacles)
Player is now prioritised as a target in a crowd of people
Tripod spotlights now swing from left to right randomly when searching for people
Tripod spotlights now fade based on distance and can’t be seen through the fog at a far distance
Trees are now obstructions and can be used as cover
Added colliders to buildings that were missing them
Darkened grass on terrain
Fixed more glass materials rendering through fog
Fixed neighbourhood house scaling
Removed train tracks clipping through market floor
Fixed refrigerator interaction collisions in some houses
Fixed grass poking through floor of some houses
Fixed floating trees next to remote house
Fixed house clipping through abandoned house
Fixed position that blood ejects from the tripod head
Fixed floating light switch in motel room
Slowed down needs decay
Changelog for 0.2.1 Optimization Patch Closed Testing
More improvements to Tripod AI reliability and functionality
Significant Optimizations
Optimized Field of View script Optimized Driveable Cars Optimized physics based hose system Optimized NPC Tripod Detection Optimized audio occlusion Optimized avatar manager Fixed IKP errors
Fixed terrain clipping through highway barriers Fixed grass clipping through prison floor
Change Log for Update 0.2.0 for Closed Testers
0.2.0
Significant Tripod Improvements
Completely reworked tentacles system to work much more reliably and smoother (Still a WIP)
Improved performance and accuracy of Tripod field of view (Tripods are now much more dangerous and aware of their surroundings making them much more difficult to hide from and escape view)
Added sound delay to heatray sounds based on distance (Farther away, longer the delay)
Improved & smoothed the movement of Tripod spotlights (No more instant snapping to target)
Improved emission of Tripod spotlights depending on day/night & distance to look better
Improved Heatrays (No more instant snapping to new targets)
Improved head movement and target locking to be smoother and more natural
Fixed night lighting appearing distance
Added dynamic physics based hose connecting Tripod head and body
Heatray sounds don’t cancel each other anymore when a new one plays
Gameplay Additions & Tweaks
You can now kill NPCs with guns or cars and loot their bodies
More time added between Tripod spawning
Tripods now behave based on day (Harvesting happens in later days, first day only heatray tripods spawn, later days tentacle tripods spawn)
You can no longer move while sleeping or looting
Map Fixes & Changes
Added many abandoned and parked cars (More to come)
Hand painted grass on all of the terrain
Fixed most instances of glass rendering before fog
Fixed Occlusion Culling of windows in School & Prison
Fixed some terrain poking through prison floor
Fixed some terrain poking through basement floor
Improved a lot of areas of terrain to look smoother and mesh to environments
Added rear door to summer house
Removed floating swing at school
General Fixes
Improved overall scaling between player, buildings and vehicles
Fixed cursor not showing up when sleep prompt appears
Fixed camera shake from stomping not working sometimes
Fixed issues with sounds stopping working
Fixed burning sound from burning trees being heard far away
Fixed collisions in supermarket preventing you from grabbing items
War of the Worlds - New Gameplay & Development Progress
https://www.youtube.com/watch?v=VDsUTL_p9LE
A quick video showing some of the things worked on this month. Lots of progress has been made in improving the game visually and a lot of improvements on the backend in terms of playability, optimization, and over all a good amount of progress. Our subscriber count has more than doubled since our last video and the channel/videos have blown up in popularity! The game has received a ton of exposure that I never anticipated and I felt it important to make an announcement about a release date for this game. Firstly, I want everyone to understand that there is a very small team working (2-3 people) on this project as of now and there are VERY high expectations and pressure to deliver something that lives up to the hype. Steam originally displayed our release date on the store page as "August 1st, 2021" since the store page has come up. In all honesty and I want to clarify this with the community sooner than later, that is highly unlikely going to be the case. I honestly cannot predict a release date as this is the game development business and it being just me means that it will be difficult to deliver this product in an early access ready state that I feel comfortable releasing in any pre determined specific time frame. There is no release date at this time. It could be 2-3 months, it could be 6-8. At this point I am unsure of a "date" or a time frame and cannot give you guys any solid range. I have a lot of plans for this game in terms of content.
Will there be aliens that come out of the machines?
Yes, the aliens are currently being created and the AI developed. They will come out of the machines in the later days of the invasions and explore the interior of buildings. If a machine probes your house and doesn't discover anyone in the process, the aliens will enter the building thinking that it is safe and it gives you the opportunity to strike if you feel brave enough. The aliens are also very aggressive and strong and can kill you easily.
Can you take down the machines?
Yes & No. The machines have a forcefield shield that surrounds them and protects them from the Military's counter offenses. Towards the later days, just like the movie, they become ill and the shields begin to go down. At this point you are able to bring the aliens down if you have the weapons or means to as the shields have gone down.
Will there be a multiplayer co/op mode?
Yes, there will be 2 multiplayer game modes and they are as follows:
1. Multiplayer Survival: This online game mode throws the players into the survival game mode to work together, or against each other, to survive the invasion. Players can group together
2. Multiplayer Extermination: In this game mode players can choose to play as the humans or as the invaders in a PvP experience. While having the same gameplay as Multiplayer Survival, this game mode allows players to play as the invaders.
More details will be released as development of the multiplayer aspect of the game develops.
You can now shoot and kill or run over NPCs Fixed most of the animation issues with the intersection scene Removed doppler effect of NPC Screams Optimized Audio Source count to prevent audio cutting out Optimized neighborhood environment Fixed bus stop glass rendering through fog Fixed muscle car glass rendering through fog Fixed neighborhood house glass rendering through fog Fixed Hospital emission lights and furniture not working Fixed floating cars before you drive them Fixed road and guard rail that were floating over cliff Fixed rocks floating off cliff Fixed door being stuck locked after plane crash Fixed heat ray deploy animation on new tripod in intersection scene Fixed scaling of 2 story house near neighborhood Fixed blending of terrain into neighborhood Fixed blending of terrain into prison Fixed terrain clipping through prison Fixed fridge in one house not letting you search Fixed bed not letting you sleep in one house