Battle Cry of Freedom (WIP)

Hi there,

I would like to show you some pretty early, pre-alpha work we have been doing on our first stand alone game. I will update this thread frequently and I will try to answere any of your questions.

The following is from our Website.

There currently is not much to show, that is why it is in the WIP board. I will frequently update this thread, as soon as new stuff is available.

Here are the links again, to the various threads/sections:
Homepage
Media
Announcement
Donations
FAQ

I’d love to play a game like this. Looking forward to your project! I hope you get some funds, I know how it feels to need resources, as I’m in the same situation myself :P.

Man I swear some of these are photographs!

EXCELLENT!

Oh wow, after browsing their site, I found out that these are the developers of the Mount Blade expansion Napoleanic Wars.

Very cool, and Unity is a great choice!

My goodness. That looks amazing. Great job!

It looks exiting. But how are you going to have 500+ players on the field along with destructible buildings? That would leave battlefield 3 in the dust and that’s a recent AAA game.

What ^he said, 500 players on the field, with destructable buildings? :open_mouth: either 10 server systems used or you guys made a new super computer and reinvented the way that the internet works! :open_mouth:

Thanks to all of you. Ofc. there is not much to show right now, but we are working hard to get some more pictures up soon.
About the 500 player thing, this is Unity 3D! Not some wierd Frostbite 2 or Cryengine 3! In terms of Networking, Unity is just the best engine on the market. (And overall, it is pretty nice :slight_smile: ) We will post more about that sunday, in our first Dev Blog. If you have additional questions after sunday, feel free to ask.

Ps. Got ninjad by laakerules :stuck_out_tongue:
On one dual core system with 100mbit up/download.

Loved Napoleonic Wars from you guys!

From our Website:
www.fsegames.eu

I was hoping to save this idea until I owned Unity Pro and could profit from it personally, but I think it would be a shame if this project didn’t have it. You NEED realtime transparent shadows. I know that TECHNICALLY this isn’t supported in unity, but it is doable. On your main directional sun light, add an orthographic camera. Have this camera render transparent objects ONLY at a fairly low resolution, but use a depth stencil from solid surfaces. Render to a texture. Use a custom shader on this camera to invert the alpha channel Then pass this render texture into the light cookie on the directional sun light. That way, you’ll basically project the alpha of the particles onto solid surfaces in the game, and BAM! Your explosions, fires, muzzle flashes etc. will cast shadows! I don’t really care if you credit me, I just wanna see how your game looks with this little do-dad applied.

I’m getting that your going to use various network optimization techniques in order to get to so many players within a single game. Although im still in a bit disbelieve as to why we’re not seeing more FPS games with 500+ players at once coming from companies with multi million dollar budgets like battlefield 3. Which is stuck at 64 players max.

What he said^, what the networkign says is that you are basically trying to do what a mmo does from a server, but in fps form instead of clicks you have multiple movements all at once. Take Runescape for example, they do excactly what you explained but only for players within the same region as you, then they only transfer the clicks needed or the few words typed, but with a fps there is way more things that need to be communicated through the server, especially to stop lag kills where you hit the person but there already around a corner and miles away from you in there game. I personally say goodluck as it is near impossible to achieve a 500 playercount on a server without lag in a fps, especially when there is so many values that need to be transfered. Sure it might not lag for 50 of those 500 but then you have the other 450 that will rage and quit.

Well, thanks. We are pretty confident that we can achieve 500 players. Our last tests have showed that 350 players perform quite well, and our engine is still in the works. Basically, as we said in the Dev Blog, with 500 players we would only use about 59mbit per server, which is nothing compared to the usual network engine which would use about 1gbit per server…

Okay well basically ill believe it when i see it, and i will comend the devs on achieving the thought impossible.

May I ask what kind of networking your using? ULink? Photon?

There doing Udp Nat Whole punching custom functions that there writing, basic packet sending from clients to server then to other clients.

My thoughts of what they would do as it is easiest to work with and allows the most customization.

We are using our own implementation/modifcation of Ulink.

I don’t honestly care how many people will work in the multiplayer to be honest. If 65% of the field were AI I wouldn’t even mind. It’s the fact that this is a game set in something historically realistic…a truly pivotal time for our nation. This was unlike any other war, in the fact we were killing our own family, our own neighbors… we were fighting each other on American soil. Kudos to you guys for bringing a game to life that’s set in this time period!

Graphics look nice from what I see in the screenshots.

I agree somewhat, but multiplayer can always make a game fun. Also, I don’t know if you’ve said this before, but having it be a game like Star Wars Battlefront where you can choose your “unit” and then spawn would be really cool.