LOD0: 25KLOD1: 3.3KLOD2: 1.7K
It would be the single bunker. Too high in your estimation?
Some Q&A about our game.
Anyway, so I wonder; what's the actual goal of a match in this game? Are you actually invading? Having to capture points or defend them?
There's some debate in the team about this. Ultimately I will have final say however. The coding team wants to make Our Ghosts of War a straight up survival game with no end goal. Just perpetually online like Rust or Ark. The reasoning behind their argument is that because we're making a survival game, and survival games don't have an end goal, we should follow suit. Otherwise we're not making a survival game. I'm not convinced that's the right path. I think appeal of traditional survival games is waning and we'll have to do something new and fresh if we're going to maintain an audience for the next three years. I've been studying games like Xenoblade Chronicles X and Grand Theft Auto Online, among others, and thinking about how we can create something unique. I'm still sorting out the final details but generally I have a pretty fleshed out outline of what I want Our Ghosts of War to be. I'll announce more as soon I'm ready to.
Seeing as it's a Rust/ARK-esque thing, would take a long time to accomplish so your character is persistent with a single game taking weeks perhaps?
Yes. Your character is persistent so a single game could take weeks. Your character is saved on the server you make them on and you would have to reconnect to the server to access that character. It's the nearly the same system as Ark. There will be character save data associated with your character on the server and there will be player data associated with your player account. Even if you die you will never lose the player data associated with your player account.
So how exactly will characters be persistent?
Like in most survival games if a player quits out of a server their character will remain in the game world. If an enemy player comes across them they're liable to be killed and have their items stolen from them. I've designed things so this is less likely to happen at the start of the game meaning players will be able to get their bearings better than in other survival games. This also means that having your character killed later on will probably be more painful as you're likely to lose more progress and better items.
I can't fathom this being truly Rust-like in that you'll see some soldiers randomly building a hut somewhere, trolling about. Those games are often popular for their freedom, but being in an army really restricts that freedom.
It won't be truly Rust-like. Generally most, but not all, current survival games are more or less The Purge simulators. This is intended to be a new take on the survival genre. I'm way more interested in doing something that focuses more on community, your friends, and your companions. You can go hungry. You can craft. Those aspects will be similar. And by all means be a troll. But if you kill a member of your army there will be ramifications for those actions. The game will react.
But I'm guessing players won't spawn in naked like in Rust & ARK, right?
They won't be naked but they won't spawn with weapons or equipment either. Limited bullets as well. They'll have to score all that stuff themselves from crafting, air drops, etc.
I think it looks good, but out of curiosity why did the M12 take 3 weeks? One artist producing 1 weapon just shy of a month seems incredibly slow?
That was because of limited budget. They had to take on other work as well.