Soldier! Today we start the first public play test in the history of Enlisted.
One of the most important aspects of game development, besides introducing new content is innovating new features and ensuring they run fast and efficiently. Today, we would like to talk to you about Scalable, Real-Time, Global Illumination for Large Scenes, and how this affects the dynamic environments inside Enlisted.
Today, we would like to show several screenshots of the "Battle of Moscow" location currently in Development. Adding fortifications and digging trenches, we continue our work to improve the landscape and overall atmosphere of the battle.
Enlisted - is an MMO squad based shooter which is built around some of the most important and famous episodes from World War 2.
In Enlisted, players can experience these famous battles on a massive scale through the real heroes of those encounters - the soldiers. In some modes, players won’t be fighting alone on the battlefield, they will be leading their own squad of AI controlled soldiers, this will grant a unique scale to the combat. Engagements with up to hundreds of soldiers fighting simultaneously will be held on different fields of battle with maps up to hundreds of square kilometers.
The latest version of the Dagor Engine is able to calculate huge detailed spaces, dynamic water and skies, while using physically based render.
Teamplay, the correct evaluation of actions with consideration of the current situation on the battlefield, weapon and character capabilities - all of these will be essential parts of Enlisted. Players will gradually unlock new characters who will all have different playstyles. Additional diversity in the battles will also be granted by a wide weaponry selection. Just like in a real war, where you rarely can see two absolutely identical rifles - weapons in the Enlisted will have their own features and their own history.
Popular World War II battles will be present in the Enlisted in separate campaigns. To re-create each of these battles requires not only the creation of separate content like new locations, characters, weapons and vehicles - it also requires a huge amount of work on creating the game rules and balance in them. This is why each campaign will be developed separately from each other.
All the screenshots shown here are taken from the pre-alpha version of the game.