***Official Squad Thread***

Well we just hit our goal of $184,000 CAD ($150,000 USD)!

Thanks again to all that have backed. I will see you all on the field soon! Expect more updates very soon boys!
 
Project Update #2 - WE ARE FUNDED!

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Make it Rain!

Squad is now officially funded!

It's been a long road, with many sleepless nights but finally we can say.. SQUAD IS FUNDED!! USD150,000 in 5 days!

We want to thank the over 1900 backers who have put their money where it counts and pledged to our cause. Truly we have you ladies (2) and gentlemen to thank for bringing new life into the tactical FPS genre.

Having said that we still have our stretch goals. With each goal we hit, it can only mean more content for you sooner!

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So that means DON'T STOP SPREADING THE WORD! Keep letting your friends, family and PC-gaming pets know about this awesome new addition to the FPS genre.

Over the coming days we will continue to be releasing exclusive media content, as well as a new series starting called Boot Camp in which we will break down Squad's most basic mechanics into something that even the most novice of gamers can grasp. In addition a FAQ answering more of your questions regarding backing and future development.

Lastly our friends at Project Reality dropped big news of their own today as well, with the release of their new version of the game! If you want to sate your Squad itch while we prepare for early access, check out version 1.3 which is now completely stand-alone!

http://www.realitymod.com/

Once again, thank you so much for supporting us.

A very happy Offworld, Out.


To get all the latest info about Squad's development, feel free to visit our website and subscribe to our various social media pages:

Official Site: http://joinsquad.com

Facebook: https://www.facebook.com/JoinSquad

Twitter: https://twitter.com/JoinSquad

YouTube: https://youtube.com/JoinSquad

Press: http://press.joinsquad.com
 
We will have versions of the maps that are scaled down for small infantry combat. S&D has already been talked about so I believe it's a good possibility!
 
Fast ropes is 1,000,000 :P

We want to get all of these stretch goals in the game regardless if we don't reach the stretch goals. They will just get implemented earlier if we do!
 
Boot Camp: An Introductory Series - 1 - The Basics

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Before we jump into it, we just want to say what an amazing week it has been for Squad, in under 5 days we've managed to hit our first funding goal and now we seem to be set to hit our first stretch goal at USD$200,000 (249,233 CAD). Let's keep this rolling!


Welcome to Boot Camp, an introductory series aimed at explaining to you, the backer, about the BASICS and MECHANICS of what makes Squad the game it is.

“ALL FOR ONE, ONE FOR ALL. The base unit of Squad is not the individual, but the 9-man squad. Gameplay systems honed over years of experience with the Project Reality series draw the focus away from the lone-wolf player and much more on the cooperation with other members of your squad.”

But what does that mean? What are some of these gameplay systems? What happens when you spawn in?

Compass & Minimalist HUD

On your Heads-Up Display, you will see only 3 things. In the middle, your compass, which you use to instantly call bearings and direction; on the bottom right, your weapon’s fire mode and reserve ammunition; and on the bottom left your current stamina.

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HUD (Concept)
Having less information being spoon-fed to you means that you will need to rely on not only your own eyes, but the eyes of your other Squad mates. The Compass will also display crucial information via the command marker from your Squad Leader.

Kit Roles

In Squad, every player chooses a Kit Role.

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Kit Roles in Squad
Each role is assigned exactly what they need to perform their duties, whether it be a machine gun with a bipod for creating a base of fire, or a single light anti-tank rocket for light armor, but the idea is to standardize load-outs in order for you as the player to know exactly what the soldier next to you is capable of doing at a glance. There are also deliberate limitations as well, controlling the number of heavy weapons and specialized troops on the battlefield. No squads full of snipers! Penalties also apply if you are killed and lose your heavy equipment in the field, so with great power comes great responsibility.

The Squad Leader

Squad Leaders are the brains of a Squad. Many players will find it difficult initially to step into such a role, but leadership is one of the most rewarding aspects of the game. At your disposal are tools that help you maintain Squad cohesion.

Place-able Markers

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Command Markers (Concept)
Markers are placed by the Squad leader either in 3D space, or via their command map. These markers will show up on every Squad member’s compass and on their own maps, and are used as a quick means to coordinate your intentions and messages to your Squad.

The Rally Point

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Rally Points (US Army on the left, Insurgents on the Right)
Rally Points are the Squad’s primary means of reinforcing themselves. They are a spawn point placed by the Squad leader and allow for a Squad to regroup after casualties have been taken or otherwise. These will require the Squad Leader as well as a few of his Squad members to be present near him when placing. In addition, these can also be easily overrun by the enemy, so careful placement is necessary.

That wraps it up for the first session of Boot Camp! We will bring you another one very soon, this time explaining our approach to Voice over IP and what it means for you. We will also revisit some of these key concepts, such as Squad Leading and Kit Roles further down the track!

Till then, Offworld Out.


To get all the latest info about Squad's development, feel free to visit our website and subscribe to our various social media pages:

Official Site: http://joinsquad.com

Facebook: https://www.facebook.com/JoinSquad

Twitter: https://twitter.com/JoinSquad

YouTube: https://youtube.com/JoinSquad

Press: http://press.joinsquad.com
 
http://forums.joinsquad.com/topic/1777-may-2015/

Progress Update

May 2015

03-Jun-2015

Time to look back on the month that has passed.

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Our Kickstarter has finally (excuse the pun) kicked off, and also its time for our monthly update in the world of Squad Development! We just want to say THANK YOU to everyone who has backed us thus far, and to encourage everyone to keep on spreading the Squad name! Just because we hit our first funding goal that doesn't mean the campaign has to end!

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May was an incredibly busy month like always, particularly in preparation for Kickstarter and bringing the game to a stage where media can get a more intimate preview of the gameplay we will offer in the Early Access version of Squad. Without any further adieu..

Systems
  • Added first iteration of stamina system, limiting movement and affecting weapon sway
  • Added additional FOB functionality. Capturing, more reliable team wide spawn mechanic, passive resource generation, resource values associated with each deployable asset
  • Deployables are now team specific
  • Deployable ammo box is now able to replenish your ammo and allow you to change your kit
  • Updated radial menus for deployables and interactions with deployables
  • Improved quality of life with weapons handling, such as disabling zoom while sprinting and zooming in in hold-breath
  • Reload animations are now networked
  • Updated camera kit for media capture
  • Added a GoPro camera angle for media capture
  • Added toggleable crouch
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Art
  • Added deployable ladders to give alternative options of breaching and defending structures
  • Added a large number of various deployables assets to both teams
  • Added a very large number of environment and foliage objects
  • Added HMMWV
  • Added M2A1 heavy machine gun for both deployables and vehicle mounts
  • Various updates to damage indication on soldiers
  • Added binoculars to Officer/Cell Leader kits
  • Added first pass animations for ammo and medic bags
  • Added SVD
  • Insurgent Sawn off Shotgun art asset completed
  • MP-443 pistol art asset completed
  • M72A7 LAW art asset completed
  • Added backblast effects for launchers
  • Added entrenching tools for both factions
  • Updated M4, AK-74 and RPK fire sounds
  • Ural 375D Truck Art Asset in Development

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Mapping
  • Added Kohat Toi as a playable map
  • Added many more domestic props to liven up the interiors
  • Major overhauls to Logar Valley

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That's a wrap for this month! We implore you to check out and share our Kickstarter Page, tell your friends about us, tell them that the Dev team is active and talking! Stay on the lookout for new installments of our Boot Camp series, aimed at breaking down Squad's most basic components and a look into what separates us from other games in our genre. Till next update, have a great one!

Squad Dev Team

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I shall donate for a Rifleman at the end of the month I think.

Can I ask a question on balance, if it is USA Vs Insurgents how are you going to balance out an M1A1 Abrams? Donkey with an RPG doesn't really sound right :D

Sorry if this has already been asked.

bJN and neoboy have explained it quite well :)

You have to approach things slightly different when playing as the Insurgent team. Use IED's and suicide vehicles to your advantage. The classic "shoot and scoot" works a treat. Lure BluFor into small areas and ambush them!
 
Boot Camp: An Introductory Series - 2 - Voice over IP

Our Kickstarter Campaign is officially has exactly 3 weeks to go! We're currently sitting on over 131% funding, with only another $9000 CAD to go before we hit our first STRETCH GOAL!! We will be getting details about how we will be deciding on which Project Reality map to remake, but in the meantime, keep telling people about Squad, show them the amazing media content (MAY UPDATE) we've been putting out recently and of course, letting them know of our continuing Kickstarter Campaign.


Welcome again to Boot Camp, an introductory series aimed at explaining to you, the backer, about the BASICS and MECHANICS of what makes Squad the game it is.

“INTEGRATED POSITIONAL VOIP COMMUNICATION, no need for third party programs, we're using the most effective codecs in-game. Speaking to other squad leaders across the map, or even the man next to you couldn't be easier. ALL THE TOOLS NEEDED FOR INTRA-SQUAD AND INTER-SQUAD COMMUNICATION built into the game. In the last ten years, the industry has moved away from providing proper command and communication features available out of the box. Squad will fix this.”

But what does that mean? Communication? How do we make it easier for you?

Completely Integrated Voice Solution

VoIP in Squad is a completely tailored solution, built from the ground up, to facilitate voice communication right out of the box. Voice quality is comparable if not better than the leading third party solutions, and is tied in very closely with the team and squad organisational structures. All you need to do is have a microphone!

As soon as you join a squad, you have two channels open to you, each assigned a push-to-talk hotkey.

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The beauty of local voice is that it is a 3D positional replication of your voice, so anyone within a 25 metre radius of you will be able to hear you, and so the further you are from the person speaking over Local, the quieter they sound. Also if they are to the left or right of you their voice will come from that respective side.

If you are a Squad Leader, you have even more communication channels to help you with coordination.

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In order to further encourage use of Squad’s native VoIP, you will continue to have the ability to transmit while wounded or dead. In addition local voice chat will not be picked up by the enemy.

That wraps it up for the second session of Boot Camp! We will bring you another one very soon, this time explaining our approach to level design and game modes, in order to facilitate much more strategic play, as well as prolonging the life we have for our maps.


While we have your attention, check out these videos from our youtube partners, taken from our playtesting sessions!


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Till next time, Offworld Out.

To get all the latest info about Squad's development, feel free to visit our website and subscribe to our various social media pages:

Official Site: http://joinsquad.com

Facebook: https://www.facebook.com/JoinSquad

Twitter: https://twitter.com/JoinSquad

YouTube: https://youtube.com/JoinSquad

Press: http://press.joinsquad.com
 
Agree, i thought local enemy chat was already in PR so why wont it be in Squad ? cheers

Local enemy chat isn't in PR. Here's a couple of the Squad devs having their say on it:

Also there's this which I took from the PR forums but it 100% applies to Squad also.
When you'll be able to hear the enemies people will stop using mumble and stop communicating when enemies are close. Yes this can be realistic but also not since in RL it's a lot harder due to different languages to understand your enemy. Since in a game you can't do any hand signs or similar gestures the voice com is your only way of communicating except the even more unrealistic ingame chat.
And in this particular example it's gameplay > reality.

This would also give people, mainly clans an advantage if they rely on 3rd party communication channels; we didn't want that as well.

That about covers it I think. Another issue is with medics trying to find people who are revive-able. Picture the scene, you as the medic are trying to locate the injured player by having him speak to you but all you can hear is the enemy team yelling "Allahu Snackbar" and singing songs so you can't find and help your team mates!
 
First stretchgoal (PR Map Remake) has been reached. Now up to $249,254 CAD.

Indeed!

Project Update #3 - $200,000 Stretch Goal hit! Bonus content unlocked!

We are thrilled to have hit the first stretch goal at $200,000 USD!!

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That's right.. for hitting to first goal we are in fact going to give our backers 2 maps!

We are excited to get both of these projects rolling for you guys and will be putting up a forum thread to take submissions for the classic map remake.

In appreciation for everyone's efforts and pledges and to get you guys warmed up for the next goal we are pleased to show off a little something we have been hiding deep in the bowels of development.

Thanks a heap people! enjoy the eye candy! BOOM BOOM!

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Russian faction.. here we come!

Offworld Out.


To get all the latest info about Squad's development, feel free to visit our website and subscribe to our various social media pages:

Official Site: http://joinsquad.com

Facebook: https://www.facebook.com/JoinSquad

Twitter: https://twitter.com/JoinSquad

YouTube: https://youtube.com/JoinSquad

Press: http://press.joinsquad.com

Cheeki Breeki!
 
Project Update #4 - Founder skins and texture updates

Very quick update on some stuff coming out of the art department.


A special mention to our very own Mark aka "Bull" for showing a hell of a lot of enthusiasm for knocking out some variant textures and generally making squad weapons and vehicles look pretty damn good.

We are pumped to show off our optional AK Variant Skin that all founder tiers will receive as well as a compilation shot from bull of some textures he has been cleaning up and refining over the past few weeks.

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Hope you guys enjoy the work. Please stay tuned as we will be announcing some tier updates and content progress in the next few days.

Cheers!

Squad Team
 
Boot Camp: An Introductory Series - 3 - Strategy & Level Design

It's time for another episode of Boot Camp! Before we jump into it, we're sitting on over 146% funded, with over 2 and a half weeks left to go! In addition, we will be holding the Project Reality Map Remake vote over on the forums starting June 10th, so sign up to take part!


Welcome once again to Boot Camp, an introductory series aimed at explaining to you, the backer, about the BASICS and MECHANICS of what makes Squad the game it is.

OPEN, EXPANSIVE LEVELS. Most of our maps will come directly or be heavily inspired from real world locations through Geographic Information Systems (GIS) satellite data, where authenticity and total tactical freedom to roam will always be part of the game.”

What does that mean? Maps with Total Tactical Freedom? How does strategy come into this at all?

Scale

Maps in Squad can range between 1.5km squared to 4km squared. To give you an idea..

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This large-scale approach was taken to make vehicular travel a necessity to go from point A to point B, as well as stressing the importance of well-placed spawn locations and Forward Operating Bases (FOBs) to maintain your front line.

Advance & Secure Game Mode

The core game mode of Squad that we will be launching with is called “Advance & Secure”. Teams compete to capture objectives in a linear path.

Capture zones often are strategic points on the map with a countless numbers of approach options, so defending highly contested positions requires lots of coordination, clear means of reinforcement and some kind of fortification.

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Maps are being designed with as much replayability as possible, while minimalising the benefit of map memorisation. Upon the start of each round, the capture points and attack routes will change.

How to Wage War

There are 3 main things a team’s Squads need to be doing while in the field, either SECURING new ground and routing the enemy from their positions; SUPPLYING the front lines with troops (via transportation) and additional supplies; or FORTIFYING positions with deployables using supplies and defending the objectives.

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In this manner there are a wealth of roles a player can take up within a Squad, and within the team as a Squad. Want to make the next Great Wall of China out of sandbags? You can. Want to be a hard charger and take your squad into the thick of the action? You can. Want to drive around the battlefield, pulling troops to where they need to be? You definitely can.

Primary, Secondary & Tertiary Objectives

There are 3 things you can actively do as a combatant -

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The secondary and tertiary objectives in Squad are completely dynamic as it is entirely dependant on how the opposing side structures its bases and supply lines. This stresses the importance of battlefield reconnaissance and intelligence, either with scouting parties or UAVs.

That wraps it up for the third session of Boot Camp! Next time we will be explaining our approach to Base Building and the importance of Deployables. Get your shovels out, gentlemen!


While we have your attention, check out these videos from our youtube partners, taken from our recent playtesting sessions!


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Share these media pieces with your friends, point them back to this Kickstarter page, and of course, keep an eye out for future updates to the project on our social media below and on the forums!

Till then, Offworld Out.


To get all the latest info about Squad's development, feel free to visit our website and subscribe to our various social media pages:

Official Site: http://joinsquad.com

Facebook: https://www.facebook.com/JoinSquad

Twitter: https://twitter.com/JoinSquad

YouTube: https://youtube.com/JoinSquad

Press: http://press.joinsquad.com
 
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