http://www.youtube.com/watch?v=B9e7Er-4LDA
She ain't the prettiest but at least she has all the basic gameplay elements implemented.
General
■Squad based team play
■NO unlocks or kill streaks!
■Using latest version of industry leading Unreal Engine 3.0
Player view
■True First Person System 1.0 that gives no disconnect between what you see of yourself and what others see of you
■Correct and realistic first person weapon view
■Freelook style first person system. Players can look around independently of weapon
Weapons
■Tactical reload system with both loaded and “dry” reloads
■Each weapon has it’s own reload sequence
■Reload animations can be interrupted
■Empty mags fall to the ground and mags still containing rounds go back into pouch for later use
■Weapons collide with the world. Your weapon is truly in the world and will collide with objects in it. This means that weapon choice will actually matter as longer weapons might not be the best option to equip yourself with if operating in a CQB environment.
■Accurate and realistic weapon transitions. Main weapon falls to chest on sling while drawing secondary or special item
■Fully customizable weapons. Setup your weapons how you choose with various attachments that operate as they would in the real world
■Items used in game requires time to equip… no magical NVG turning on or grenade equip. Equipping items takes time
■Realistic representation of optics usage on weapons
■Various melee abilities including accurate portrayal of knife usage as well as muzzle jabs
Inventory and ammo
■Inventory system that has each magazine track rounds available
■Pickup and drop weapons on the battlefield
■Supported shooting with bipods
■Customizable character gear. What you take into battle is all you have and physically shows on your character
■Ability to share gear with others (carry more ammo for a buddy)
■Save and recall individual weapon/character customized loadouts
Movements and injuries
■Ability to accurately and realistically jump in game (see our NORG page)
■Ability to clamber onto and over objects
■Prone, crouch and stand postures
■Lean and peak system that includes a ‘step out’ ability to quickly step out from cover then back in
■Encumbrance system that takes weight and bulk of items into account for movement. Variations will not be drastic but noticeable. We are portraying highly skilled operators here
■Choose between uniform types and a variety of body armor and vests/harnesses, all with in game tradeoffs
■No regenerating health, but ability to administer first aid to non-lethal injuries for reduced combat effectiveness
■Players will have visible injuries including limps and non/reduced functional limbs
■Ability to stay in fight if non mobile from non-lethal wound
Game world and maps
■Material penetration
■Accurate but not overly complicated ballistics model including bullets originating from muzzle of weapon and lethal/accurate locational damage
■Doors that can be opened/closed at variable speed, kicked open (might take more than one kick) as well as breached with weapons or explosives
■Unique environments
■Areas in maps have multiple entry points
■Full featured Training ranges, including Killhouses with completely random target placement
■All enemies spawned and patrolling at start
Modding and multiplayer
■Full mod tools
■Full and free Dedicated Server support. Host a server wherever you want
■Full support for ladders
■User made arm patches
■In game VOIP with ability to set comm channels within team as well as mute options
■Full MP lobby system with pre/post game chat
■Private password protected lobbies/rooms
■After Action Review after each round
■Clan/Unit friendly
■Various adversarial and Co-op style MP game types available at launch
■Controller support on PC
Seems a shame that something like Serellan can reach their kickstarter when even now they're still looking at offices to rent and thinking of who they need to hire, whilst this has actual gamepaly as opposed to stolen photoshopped pics and is stuck at only 4 grand.
She ain't the prettiest but at least she has all the basic gameplay elements implemented.
General
■Squad based team play
■NO unlocks or kill streaks!
■Using latest version of industry leading Unreal Engine 3.0
Player view
■True First Person System 1.0 that gives no disconnect between what you see of yourself and what others see of you
■Correct and realistic first person weapon view
■Freelook style first person system. Players can look around independently of weapon
Weapons
■Tactical reload system with both loaded and “dry” reloads
■Each weapon has it’s own reload sequence
■Reload animations can be interrupted
■Empty mags fall to the ground and mags still containing rounds go back into pouch for later use
■Weapons collide with the world. Your weapon is truly in the world and will collide with objects in it. This means that weapon choice will actually matter as longer weapons might not be the best option to equip yourself with if operating in a CQB environment.
■Accurate and realistic weapon transitions. Main weapon falls to chest on sling while drawing secondary or special item
■Fully customizable weapons. Setup your weapons how you choose with various attachments that operate as they would in the real world
■Items used in game requires time to equip… no magical NVG turning on or grenade equip. Equipping items takes time
■Realistic representation of optics usage on weapons
■Various melee abilities including accurate portrayal of knife usage as well as muzzle jabs
Inventory and ammo
■Inventory system that has each magazine track rounds available
■Pickup and drop weapons on the battlefield
■Supported shooting with bipods
■Customizable character gear. What you take into battle is all you have and physically shows on your character
■Ability to share gear with others (carry more ammo for a buddy)
■Save and recall individual weapon/character customized loadouts
Movements and injuries
■Ability to accurately and realistically jump in game (see our NORG page)
■Ability to clamber onto and over objects
■Prone, crouch and stand postures
■Lean and peak system that includes a ‘step out’ ability to quickly step out from cover then back in
■Encumbrance system that takes weight and bulk of items into account for movement. Variations will not be drastic but noticeable. We are portraying highly skilled operators here
■Choose between uniform types and a variety of body armor and vests/harnesses, all with in game tradeoffs
■No regenerating health, but ability to administer first aid to non-lethal injuries for reduced combat effectiveness
■Players will have visible injuries including limps and non/reduced functional limbs
■Ability to stay in fight if non mobile from non-lethal wound
Game world and maps
■Material penetration
■Accurate but not overly complicated ballistics model including bullets originating from muzzle of weapon and lethal/accurate locational damage
■Doors that can be opened/closed at variable speed, kicked open (might take more than one kick) as well as breached with weapons or explosives
■Unique environments
■Areas in maps have multiple entry points
■Full featured Training ranges, including Killhouses with completely random target placement
■All enemies spawned and patrolling at start
Modding and multiplayer
■Full mod tools
■Full and free Dedicated Server support. Host a server wherever you want
■Full support for ladders
■User made arm patches
■In game VOIP with ability to set comm channels within team as well as mute options
■Full MP lobby system with pre/post game chat
■Private password protected lobbies/rooms
■After Action Review after each round
■Clan/Unit friendly
■Various adversarial and Co-op style MP game types available at launch
■Controller support on PC
Seems a shame that something like Serellan can reach their kickstarter when even now they're still looking at offices to rent and thinking of who they need to hire, whilst this has actual gamepaly as opposed to stolen photoshopped pics and is stuck at only 4 grand.