Since we decided last week to finally include a campaign in CoW, we have now started to develop this campaign. It will take place in Italy, since the Italian campaign has been the base of the setting ever since we made CoW a WWII era game. There will be two different campaign available in the original release (is what we are planning), both about breaking the German fortified Winter line. In one you play as a division of the US 5th Army, and in the other as the British 8th. Which division you play as will not be determined as you can create your own division to play with, allowing you to create your favourite original division or create your own one. Some of the most known divisions will be pre-made and available. Campaigns will include missions such as the landings in Anzio and the assaults on Monte Cassino and more.
Enjoy. A very first version of an Italian coastal assault map ;P
We made a big decision this week, where we had to chose between two options.
We recently signed a contract with a publisher. With who is to be released later on. Anyway, this gave us some more time to work on the project, so we decided to add some new features to the game, and there are some things we want to add. We could all agree that there was 3 different things we wanted to add most of all;
1. A campaign
3. Making it possible to enter buildings
Which of those things to add? A campaign would be a great way to introduce players to the game system. Tanks would add a new level to the gameplay AND they are awsome. Making it possible to enter buildings is... something one could almost demand from a combat game of today's standard. But we finally, after several long discussions, settled for two of these options; campaign and buildings. As recently mentioned, the campaign would be a great introduction for players to the game, but also offer a piece of narrative, which many players like. The campaign wont be very complex. A set off different scenarios which the player has to fight its way through, getting to chose from new squads to be able to deploy during the process. Making it possible to enter buildings is not only something that players expect, it would also make the maps more interesting and some make some weapons filling its purpose better (like grenades and rocket weapons).
That tanks didn't make it into the game is a little sad. But on the other hand, it would make it a whole other game. Currently the game is focused on skirmish tactics, and tanks would shake the balance quite a bit (much), as they cannot be damaged by all weapons. We did not want to try to add them by force into the game system, making them not fit in in the concept where all squads should be able to beat any other squad if used correctly, we do not which a rock-scissor-paper system through force building, but through tactics. If we are to add tanks, we want to do it with finesse, really work it through designwise. It is not unlikely though that if Cause of War goes well, that we'll release an expansion pack with tanks. Time will tell.
We've worked out a new logo for CoW, a one that has a more WWII feel then the previous one (which we made while CoW was a sci-fi game and then just changed the colours on). Feel free to download and use as desktop background ^^
We also have changed skin on our forum (https://causeofwar.se/forum/ or link in top menu), making it fit our game much more. We're planning to next week get some changes around there to make it more habitable, and after that we would love some more activity there!
Take care everyone, and check in for new reports soon (I'm planning to post news here more often from now on)
/Rasmus Davidsson, Game Designer ZEAL
The development of Cause of War is moving on.
We are getting closer to the release of the game and the spirit is still well.
So for you people that are still keeping and Eye on the our progress here are some new pictures!
The fellowship has assembled. Summer is over.
We've been working now for some weeks with increasing number of work hours each week. Next week we're back on full time.
We're currently working on making the level editor easier to use, maybe easy enough to provide it along with the game. Anyway it's increasing our level design efficiency so that we'll be able so design a bunch of maps to test. Those that are fun enough to play will be included in the game. Currently a train station is taking form and is up for game testing.
Programmers works on a bunch of other things too. Like AI and fixes to our new GUI.
Graphics team is currently making some pretty rocks and a train.
Design team is assisting game testing as well as working on future projects (still secret ;P).
All this while our dear producer is on PAX in NY having fun.
Well. We just wanted to make sure the team is still alive and we're working as much as we can to get this game done in hopefully 6 months. Take care all and thanks for stopping by every now and then!
/Rasmus Davidsson (Laxen)
So after some hard work the mockupp for the new GuI design is soon finished!
I thought we were a little thin on photage from Cause Of War so I recorded a part from my last skirmishgame, enjoy and stay tuned for more in the near future.
// Ted Lindström - Zeal Lead Programmer
After a hard crunch before the GGA finals we have now taken some time to rest the spirit of the team.
But soon we will be back to work speed. We are soon going to let the first people get a chance to be closed beta testers to help make Cause of War a better game.
If you like Turn-based tactics and think you can be an assist in making the game better please send us a mail to email@example.com and tell us why you should get the chance .
We went to Gotland Game Awards 2010 to show off our game, it was fun! We got some great response and made a couple of important connections. Here is some pictures from the event! // Ted Lindström - Zeal Lead Programmer
Importing and exporting OBJ will probably be used by all you out there using something more then blender in your pipeline.
And this tutorial is to ex-plane how to you make sure scaling stays the same!
Three happy agents of awesome recently got back from this year's Nordic Game Conference in Malmö. Me, Emma, concept and 2d artist here in Zeal, the grand producer Robin and Sebastian, faithful henchman and knower of all things worth knowing. We arrived on tuesday evening with our proverbial cups empty of expectation, and when we left Sweden's southern capital, I'm sure it is safe to say they were all filled up to the brim.
This year's conference had a lot of focus on the independent studios of the industry, with highlights like Limbo, Trials HD, Youropa and many more. You would not believe how many great games are in development as you're reading this. However, I could not help but notice, the strategy games were sparse. The lack of these kinds of games has become more or less something to expect nowadays. Sad for strategy gamers, but not for Zeal... long, I mean, not for long.
To be honest I can't wait to see how Cause of War will make it when we finally get it ready for the big world, outside our snug little island office of a womb. Will players find it, and if so, will they like it? Will the game be as awesome as in Rasmus' (mr. lead designer) wet dreams? Will the graphics live up to my (all too high) expectations? Will my overworked wrists make it all the way to the end?