“For these men are lately drawn from the ways of peace. They fight not for the lust of conquest. They fight to end conquest. They fight to liberate. They fight to let justice arise, and tolerance and good will among all Thy people. They yearn but for the end of battle, for their return to the haven of home.”
Franklin D. Roosevelt - 6 June, 1944
In honor of the men and women, who sacrificed everything not only on that fateful day in June, but also all who fought for the cause of freedom and liberation across the world 1939 to 1945, we say thank you and we will be forever grateful.
Let’s cut to chase. We are well overdue for a progress report to you all, and there’s no time to mince words. First a couple of facts to dispel any rumors. Festung Europa is not dead, although progress on the project is much slower than we anticipated or would certain like at this point. There are a variety of non-scandalous reasons for that, but it is, what it is. Despite it all, we are working through it.
So where does the project stand exactly at this date. Here are the main bullet points you need to know, although much else has been completed behind the scenes in terms of laying the foundation of the game:
- Players can join servers and play in a multiplayer environment. The essentials are there for PvP; some kinks do need to be worked out.
- Two factions are in the game. Germany and the British Commonwealth. Other factions - from a programming standpoint at least - can be easily added to the game right down to the unit level.
- We have two fully implemented characters with all of the basic movements & animations required to make them functional in a networked, multiplayer environment are in place. Jogging, jumping & sprinting with a stamina system attached, crouching, and prone crawling are all done. Player view is in true full body with free look implemented. Advanced movements such as vaulting and limited climbing are on the drawing boards.
- A basic player inventory system is in the game. It can and will be developed further as we progress.
- A basic squad-based spawning system is in place and undergoing multiplayer testing
- A flexible and expandable Capture and Hold objective system is in place and undergoing multiplayer testing.
- Role selection is in place.
- The first official map is almost complete from a gameplay standpoint and is undergoing an environmental art overhaul.
- Our landscape creation pipeline is complete, which includes an easy to use tessellated landscape material set-up which will save time for our level designers while allowing for realistic game environments without big performance hits. This can be seen at work in our new FB banner image.
So with that information in hand, you’re probably asking, what comes next? In the near term, here is what is at the top of our agenda:
- Implementation of realistic projectile ballistics with world object penetration; fully networked.
- Implementation of a suppression system
- Additional weapons and roles added
- Addition of the second official map, tentatively titled, “La Ferme”. A throwback to a classic, rain and mud drenched battlefield where a trapped Allied unit seeks to fight its way out of a surrounded French estate.
- And finally, after a long hiatus, we will be issuing a call for recruitment for specific development roles in order to accelerate progress in certain key areas.
What does this mean for you? The quicker that Festung Europa looks, feels, and plays like a game, the sooner we can begin large scale testing. 8 guys can’t do THAT alone.
Thank you once again for your kind support, and patience.