The first prealpha is out

Alright, prealpha 0.1 version of “Running with rifles” has been released, so go ahead and start downloading and give it a go!

As the naming implies, it is indeed prealpha, meaning that it’s nowhere near final yet and a lot of potential is still unused in what comes to features, appearance and balancing.

I’ve also added an About page; you can see there where the project stands at the moment and what will be done in the coming months. Feel free to comment about anything, would be nice to hear what people think about the game.

Also, if you end up trying the prealpha and encounter some launching problems or any other bug-like issues, please let me know so I can get them fixed as soon as possible and build new prealpha releases.

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  1. lts
    Posted June 22, 2011 at 22:05 | Permalink

    Love it, plz don’t stop improving this game

  2. somini
    Posted June 22, 2011 at 22:18 | Permalink

    Looks promissing, hope to see more development.
    Featured in RPS does help…

  3. Solidamus
    Posted June 22, 2011 at 22:29 | Permalink

    I don’t know if it’s the color palette or the fog but something makes the game really hard to look at. Otherwise the game seems awesome though, huge potential.

  4. Mihnt
    Posted June 22, 2011 at 22:41 | Permalink

    What’s your contact info in the case of bugs etc.?

  5. Bruno Silva
    Posted June 22, 2011 at 23:30 | Permalink

    Loving it, reminds me of Cannon Fodder.
    ANy plans for a forum? People would love to throw input and ideas at you (regardless of you listening or not) and it’s always a nice tool to judge how well a game is going.

    Anyway, even as it is right now, and assuming it will get patched and updated with new stuff regularly, I’d pay 10€ for it on steam. :)

    Good luck.

    • Posted June 23, 2011 at 08:36 | Permalink

      Yeah, I believe a forum would be a better channel compared to commenting on these pages or news on the blog. I’ll try to come up with a solution for that.

  6. PCAdamski
    Posted June 22, 2011 at 23:37 | Permalink

    Looking forward to this development. Best of luck!

  7. Posted June 23, 2011 at 00:05 | Permalink

    Very fun. This project has a lot of potential.

  8. Foamy
    Posted June 23, 2011 at 00:07 | Permalink

    This is a lot of fun. Surprisingly well polished for the early state. Only encountered a couple of crashes and glitchy bits. Can’t wait to try this on multiplayer.

    As for the bug details i crashed two or three times on re-spawning and climbing up onto rocks launches you a fair distance backwards.

    It’s probably not the direction you want to go in but i can imagine this being really awesome with some light tanks/jeeps with MGs.

    • Posted June 23, 2011 at 09:31 | Permalink

      True, gotta get those crashes fixed for the next public release. There are some collision issues still around, some trees and building walls bounce you back awkwardly for some reason, and you can jump over the sandbag wall / trench wall from the end and bad things happen.

      Some kind of machine guns will definitely happen, don’t know yet if it would be best to have them stationary only or something you can carry along instead of the assault rifle. Maybe both even.

      I’d think tanks, jeeps and other personnel carriers would be great, and I’ve given some thought about it, but for such a small team (it’s just me, and I’m doing this only on my spare time, though I’m devoting a lot of my spare time on this:)) I think it’s something that will be postponed on to a later time in the future.

  9. Antti
    Posted June 23, 2011 at 00:33 | Permalink

    Looks very interesting, even at this early state. I’ll be sure to keep eye on this project and try to give “good” advice and feedback as I come across something.

    Ja pitäähän sitä aina mielenkiinnolla seurata tällasta ;)

    • Posted June 23, 2011 at 09:20 | Permalink

      Thanks, good to have some backup from the homeland too :)

  10. Toby
    Posted June 23, 2011 at 00:53 | Permalink

    Fantastic game! Very impressive for a pre-alpha release!

    Now the only thing that I could possibly want, besides the finished game, is a way for me to increase the amount of soldiers.

  11. JimKuback
    Posted June 23, 2011 at 02:05 | Permalink

    Great work so far! For a prealpha, the gameplay is fantastic and the AI are stunningly competent. This would be a blast to play with large groups of people, so hopefully an early multiplayer mode isn’t too far off…? :)

    A few constructive criticisms:
    • Environment can be a bit dark/muddy. It’s definitely more challenging identifying enemies at nighttime, though, which is cool.
    • I don’t mind the minimal UI but I find it’s easy to lose track of which soldier I’m controlling when there are others around. Perhaps if he were highlighted or marked somehow?
    • Objects’ height and level of cover can be difficult to determine without trying to shoot over them.

    I can’t wait to see what becomes of this project. Good luck and keep it up!

    • Posted June 23, 2011 at 09:16 | Permalink

      Online mode is being worked on; it’s in an early phase still but I’ve done something similar before so it shouldn’t take forever to get on a playable level for at least some amount of simultaneous players. Let’s see though what will be the max player amount you can expect a good performance for the first versions.

      Good points about things to work on, thanks!

    • Bobo
      Posted June 24, 2011 at 03:27 | Permalink

      I think the height thing is a pretty genuine concern. Have you considered doing some sort of laser-sight that extends out from your character’s gun? This would do double duty as making it significantly more obvious who your character is, and whether or not your character’s line-of-fire can actually make it to the cursor without needing to shoot.

      Great game though! Been having a blast!

  12. Matt
    Posted June 23, 2011 at 03:24 | Permalink

    I was actually looking forward to this when I saw it on RPS, although I just noticed it’s for Windows only. No love for Mac.

  13. RayLancer
    Posted June 23, 2011 at 03:44 | Permalink

    I absolutely love this. I really hope you guys keeping working on this. Very fun battlefield-ish style gameplay but it feels very dynamic and addictive.

  14. Spike
    Posted June 23, 2011 at 04:40 | Permalink

    Game is pretty fun, but I am having an occasional crash. I don’t understand this gibberish but here you go.

    21:36:13: : CHECK: virtualize character failed
    21:36:13: : aabb=AxisAlignedBox(min=Vector3(739.556, -1000, 910.222), max=Vector3(796.444, 1000, 967.111)) vcposition=Vector3(1812.22, 0, 856.253) block=206018048 vc=251412680
    21:36:18: DefaultWorkQueue(‘Root’) shutting down on thread 0024C7F0.
    21:36:18: DefaultWorkQueue(‘Root’)::WorkerFunc – thread 00269898 stopped.
    21:36:18: DefaultWorkQueue(‘Root’)::WorkerFunc – thread 00269868 stopped.
    21:36:18: DefaultWorkQueue(‘Root’)::WorkerFunc – thread 00269628 stopped.
    21:36:18: DefaultWorkQueue(‘Root’)::WorkerFunc – thread 002695F8 stopped.
    21:36:20: *-*-* OGRE Shutdown

    • Posted June 23, 2011 at 08:42 | Permalink

      Thanks, this is one of those annoying crashes that happen occasionally, I need to devote some time to get rid of it. I have a few ideas why it happens, let’s see if it gets fixed for the next prealpha.

  15. Anonymous
    Posted June 23, 2011 at 04:40 | Permalink

    When rwr_config.exe runs it crashes with this message, “This application has failed to start because d3dx9_42.dll was not found. Re-installing the application may fix this problem.”

    Followed by this, “Runtime Error!

    Program: C:\running_with_rifles_prealpha_0.1\rwr\rwr_config.exe

    This application has requested the Runtime to terminate it in an unusual way. Please contact the application’s support team for more information.”

  16. QuedA
    Posted June 23, 2011 at 05:10 | Permalink

    Got a first bug for you: The game often crashes right after saving. It doesn’t happen all the time, and typically only after running for more than 15 minutes.

    Apart from this, the game runs well. It’s a bit bland, but very good for a first release. :)

  17. TullyManBanana
    Posted June 23, 2011 at 06:37 | Permalink

    Nice work. I downloaded it and played for a few hours and had a whole lot of fun. Could you explain to me how the territory is captured? Also, what do the green rectangles on the minimap mean? You also forgot to put the key to throw grenades in the readme file. Anyways thanks for the fantastic game. It looks really promising and I hope to see where it goes.

    • Posted June 23, 2011 at 09:01 | Permalink

      Glad you liked it! Currently, a territory becomes yours if you have cleared the territory’s center block and have more soldiers in the immediate surrounding blocks than what the enemy has. Clearly it’s not good enough yet, and I suspect there are some bugs there too.

      The map is still in a very placeholder-like state and more like a diminished debug screen than anything else, but the green rectangles are indicating the areas where the commander AI of your nation has organized an attack. One of the rectangles is the attack start point – soldiers not ordered to defend are sent to that block or the surrounding blocks, and when they detect there are at least about 5 soldiers, they start attacking towards the other green rectangle and its surrounding blocks.

      Lol, good point about the grenade key, added it on the download page now. Gotta fix that in the readme for the next release.

  18. Poppis
    Posted June 23, 2011 at 11:07 | Permalink

    Very cool game, even in this early state.

    Would be nice to have some better way of knowing whether you have a clear line of sight to where you are aiming.

    Also, clearer idea of the objects(where you should go and what you should do).

  19. exglade
    Posted June 23, 2011 at 14:07 | Permalink

    the game is great. fantastic work! it’s fun n addictive n i like the style. dun hv much to say yet. just started playing a while ago.

  20. Kynrael
    Posted June 23, 2011 at 14:26 | Permalink

    Awesome game !

    What I’m really hoping for, is more soldiers in single player, and improved tactical and strategic AI :)

    But it’s already awesome, might be a lucky occasion but I once was holding the hospital, using the walls as cover, and the AI ennemy squad managed to outflank me.

    • Posted June 23, 2011 at 15:00 | Permalink

      The gameplay and design will go through a plethora of changes in the coming months, and the AI will surely be improved in numerous ways too, frankly that’s one of my favorite areas to work with :)

      If I remember correctly, the pre-alpha 0.1 actually had some bugs that after an attacking team conquers an area, sometimes they immediately start attacking to the next one instead of positioning for defence in the newly occupied area, leaving the area completely open for a counterattack. A fix for that is already waiting in the next release, though I’m holding it a bit back to get some fixes in for the even more obvious problems.

  21. Rey
    Posted June 23, 2011 at 14:41 | Permalink

    Awesome game just played few hours and can’t get enough.
    Some points maybe to add for further releases:
    * Capture timer or amount of people needed to capture
    * Ammunition amount

    Haven’t had any crashes and very pleased with the wounderful atmosphere of the game, i think everybody would agree that this is a very polished pre alpha.

  22. Posted June 23, 2011 at 14:47 | Permalink


    Grats to the RPS cover! A forum or bugtracker for bug reporting would be aweseome!
    Keep up the good work! Entertaining game, that you made!

  23. SJCRPV
    Posted June 23, 2011 at 16:21 | Permalink

    Nice work with this prealpha, it’s a really fun game to play :D
    I played it in one computer(with windows XP) and it worked fine, however, when i tried to play it in another one(with windows 7 32bit) and I get this error:
    OGRE EXCEPTION(7:InternalErrorException): Can’t find requested video mode. in D3D9RenderSystem::initialise at
    ..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9RenderSystem.cpp(line 594)

    So is this a compatibilty problem or is it anything else? Will keep an eye on this project, hopefully it’ll get the attention it deserves. Also, you should get either a facebook or twitter(or even both :) ) account so you can get some publicity :D

    • Posted June 23, 2011 at 17:04 | Permalink

      This is a long shot, but I’d guess that such error would occur if you copied the game folder from the Windows XP computer to the Windows 7 comp, and those computers don’t have matching monitors / display adapters, so that the config file coming from the Windows XP computer now refers to a video mode not found on the Windows 7 comp. In case you did such thing, you could always run the rwr\rwr_config.exe again on the Windows 7 computer, it should resolve you the actual usable options then.

      • SJCRPV
        Posted June 23, 2011 at 22:45 | Permalink

        It was a long shot, but still a headshot. That’s exactly what I did, however, even after your advice I still can’t play on the windows 7 comp (there’s another “Baddie” that you need to kill XD). I get another error that says:

        OGRE EXCEPTION(3:RenderingAPIException): Cannot create device! in D3D9Device::createD3d9Device at
        ..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9Device.cpp (line 707)

        I’ve even downloaded again to another directory and tried it from there (i’ve also tried various resolutions in the rwr_config) but it didn’t work. :(

        So, do you want to try and take another longshot? The “Baddie” didn’t saw where the bullet came from. XD

        • Posted June 24, 2011 at 00:36 | Permalink

          You could send the rwr_config.log and rwr_game.log to me at, I’ll check if I can spot anything there. You could also try updating your graphics drivers, unless you already have the latest. There seems to be a couple of such issues lurking around now, would like to make some kind of connection between these, they’re most probably coming from the same core issue.

          Update: try without antialiasing also. Thanks to Icee77 and okami316 for the idea.

          • SJCRPV
            Posted June 25, 2011 at 22:14 | Permalink

            Well then Icee77 and okami316 also have my thanks because the problem really was the anialiasing. The game works now :)

  24. Graham
    Posted June 23, 2011 at 17:29 | Permalink

    Hey guys,

    really looking forward to playing it… and downloaded it at work on my Latitude e5400.

    unfortunately i got and “Ogre Exception (3:renderingAPIException)” error. Can i send you a screenie or something?

    I’m not sure what specs you need to run it, so could be my intergrated graphics card..
    I’m running win 7 64bit.

    i’ll try it on my main machine at home later. keep up the great work!! i cant wait to play this with a group of mates :)



    • Icee77
      Posted June 23, 2011 at 23:46 | Permalink

      Turn off anti-liasing. I got the same thing.

  25. Posted June 23, 2011 at 17:40 | Permalink

    I had a lot of fun playing the pre-alpha, and the problem with understanding how elevations will affect your shooting reminded me of a clever solution the Close Combat games used. Close Combat drew a line between your cursor and your unit, and that line was colour coded along its length indicating where your line of sight extended to (so a green line was clear sight, and where it changed to red down its length meant your vision was obscured). I couldn’t find a proper tutorial video explaining how great this system worked, but here’s a link to an old trailer which shows a couple glimpses of it in action:

    Some kind of fuzzy cover and concealment might help this game; allowing units to get suppressed by inaccurate fire as they scramble through tall grass etc.

  26. Posted June 23, 2011 at 20:18 | Permalink

    Great job! I’ve been wanting to make a game vaguely like this myself (Cannon Fodder / Battlefield spiritual sequel). I am having fun with it already, I think the game will turn out awesome because the basics are so good.

    It would be nice if you have a squad of soldiers following you, when you die you will take control of one of them rather than respawn. Similar to the Battlefield games, running from respawn into the real battle gets a bit tiresome after awhile.

    Also, have you played anything from the Men of War series? They use a similar control scheme and let the player know where they are aiming by placing a billboard on the first thing that the player’s aiming ray (from the muzzle to the point where they are aiming) hits. This makes it a lot easier to know if there is a hill or wall in the way of your shot.

    Kudos for using OGRE, I have used it a few times in the past and found that it’s a really nice engine.

  27. Alex
    Posted June 23, 2011 at 22:23 | Permalink

    Interesting game, I like it a lot! I can see much potential for this one in the future. Although I haven’t encountered any bugs yet, what about working on the enemies’ color? It’s a bit hard to distinguish between friendlies and foes, as the colors are a bit too similar. Also, the map should mark which base you have captured and which are enemies’ bases. I’m not sure if it’s a bug, since it doesn’t affect gameplay whatsoever, but you can reload indefinitely, even if a full mag. Otherwise, this game is great, I’ll keep playing it!

  28. n1zm0
    Posted June 23, 2011 at 22:28 | Permalink

    My game runs sideways!?

    left side is top of the game and right side is the bottom

    • Icee77
      Posted June 23, 2011 at 23:45 | Permalink

      You have to change your video mode as your computer cannot fit the whole game on a horizontal way so it has to be vertical.
      Just go to config and change video mode.

  29. Cap'n
    Posted June 23, 2011 at 22:40 | Permalink

    Love the game. It would be nice if the crosshair turned red if something was obscuring your sight/line of fire.

  30. Posted June 23, 2011 at 23:32 | Permalink

    i just wish the crosshair would turn red when the terrain is obstructing your firing line. its hard to tell when there is a hill in your way and even harder to maneuver correctly when your not sure where the terrain is untill your on it.

    otherwise, awesome fucking game.

  31. Icee77
    Posted June 23, 2011 at 23:48 | Permalink

    I really like the game but at night its pretty hard to tell your enemies from your allies. I had a few incidents where i walked up to a group of baddies thinking they were my friends. Perhaps allies can be highlighted on the edges?

  32. Vector
    Posted June 24, 2011 at 00:05 | Permalink

    Would a third person mode be out of the question?

    • Posted June 24, 2011 at 00:51 | Permalink

      The characters are made with voxels, so at least the way they are now, they wouldn’t look that interesting close to the camera.

  33. Likewise
    Posted June 24, 2011 at 00:55 | Permalink

    Awesome so far! Can’t stop playing. Can’t wait to try multiplayer once it’s implemented.

  34. Vector
    Posted June 24, 2011 at 02:03 | Permalink

    Is there some kind of cover system partially implemented? I notice my character appears to hug a wall when they get close to it.

    Also, the distance you can zoom in one direction needs to be adjusted so it’s resolution independent, unless it’s like that already.

  35. John
    Posted June 24, 2011 at 05:31 | Permalink

    PSN! Please, please, please, make it work on PS3 with network. Money for You, fun for us :)

  36. dsi1
    Posted June 24, 2011 at 07:25 | Permalink

    I can’t believe how amazing this is in such an early state!

    A few suggestions though:
    1. Highlight your character, really easy to loose yourself in a crowd, especially if you’re the leader.
    2. Have the cross-hair turn red if you can’t shoot that area.
    3. Mark your troop concentrations on the map (green/gray, more transparent = less troops)

  37. Posted June 24, 2011 at 07:30 | Permalink

    I made a mod of this game, called Winter War. I took a peek in your game folders and found out how easy it was to modify.

    I hope the final version is the same way, modifications are fun and greatly increase a game’s replayability.

    Check out some screenshots and the video below.

    Mod files as a .zip:

    Any questions or concerns?
    E-mail me at

    • Posted June 24, 2011 at 11:08 | Permalink

      Good job! The final version will have open access to the media files as well, I’m totally for modding. I also intend to bring better support for it through some kind of map content packages, which could be easily loaded in the game without the need to mess around in the file system. Voxel object modding is also possible already, though finding the right tools might not be easy; I’m using my own voxel editor which sucks bigtime :)

      However, I don’t suggest getting too serious about modding yet as there will be a lot of changes to come everywhere in the game. Maintaining the mods usable with the latest game version can become a bit tedious I suppose.

      • Posted June 24, 2011 at 13:36 | Permalink

        Ok, I’ll worry about modding later. I think what you’ve done on your spare time is incredible though, and is definitely no easy feat.

        As you said before, you have many planned features for RwR and I look forward to using them. (And moding them)

        If you ever need a texture/environment artist, you have my e-mail :)

  38. exglade
    Posted June 24, 2011 at 15:49 | Permalink

    Ah ha! I just finished beating the game starting with 0 exp (?). :D

    Running with Rifles is really fun and addictive. Even as a (almost) top-down shooter, this game is give me an immerse feeling and it feels quite realistic. The absence of HUD is a good thing here, less distraction, thus provided more overview of the battlefield and it feels GOOD!

    Personally, I felt Running with Rifles is quite challenging. Perhaps it’s due to my “Call of Duty” playstyle, always run n gun. I always die when rushing into action, always hope for some close range kills, and always expect they die first. The spread of the weapon in game restricted me to chill, aim, fire. I am quite satisfy with how the AI works, it encourage co-operative playstyle. Being a lone-wolf isn’t the way to go in this game. Heck! I probably know how to kick ass in BFBC2 now. :D

    Few other things to point out:
    1. Where am I!? I often lost myself in the crowd.
    2. Is there going to be a truck (carrying people)? Or an armored vehicles. :D
    3. There’s no auto-reload in the game? Sometime I can’t hear the “click click” sound which indicate no ammo.
    4. Keep up the good work!

    I ♥ Running With Rifles!

    • Foamy
      Posted June 25, 2011 at 01:57 | Permalink

      I really like that there’s no auto reload. makes it much more immersive.

      • exglade
        Posted June 25, 2011 at 18:08 | Permalink

        Isn’t that great when I can’t hear the signal. :(

  39. James
    Posted June 24, 2011 at 18:52 | Permalink

    Got a crash to desktop, from the log:
    12:48:33: : CHECK: virtualize character failed
    12:48:33: : aabb=AxisAlignedBox(min=Vector3(170.667, -1000, 568.889), max=Vector3(227.556, 1000, 625.778)) vcposition=Vector3(3284.59, 0, 450.132) block=6321568 vc=246221728

    Fantastic game, keep up the great work! I can’t wait to see where this goes.

    oh, and your ammo count doesn’t reset between lives, but you probably already caught that ;)

  40. Posted June 24, 2011 at 19:24 | Permalink

    Really think this game could be very good, although obviously a long way to go.
    Have you read the comment thread on Rock Paper Shotgun? Some variety of comments there which may be of interest.

    Any thoughts on going class-based with this? (Eg Sniper, Grenadier, Rifleman, Spotter, Commando etc)? Or do you feel it would overcomplicate and muddy the game?

    • Posted June 24, 2011 at 19:37 | Permalink

      I think the game is better off simple. I think having specialized weapons (shotgun, sub-machine gun, sniper rifle) scattered on the ground or in rare crates is a good idea.

      I think the gameplay could be intensified in this manner, because having the right weapon for the right job would feel awesome, but having the wrong weapon makes an interesting challenge.

    • Posted June 25, 2011 at 15:00 | Permalink

      Yep, I’ve been following the RPS comment thread as well.

      I’m heading more towards what salmonmarine said instead of classes.

  41. Posted June 24, 2011 at 19:47 | Permalink

    Oooh, something I just spotted – you earn points for grenading people on your own team.

  42. Icee77
    Posted June 25, 2011 at 00:51 | Permalink

    Has anyone killed a guy with a knife? Can it be done?

    • Cap'n
      Posted June 25, 2011 at 02:25 | Permalink

      Yeah, it’s possible. There’s a distinct stabbing sound when you succeed.

    • Posted June 25, 2011 at 15:32 | Permalink

      There’s a bug in pre-alpha 0.1 that even if you sneak behind an enemy soldier and he doesn’t spot you, he still moves away from you when you get close. That’s fixed in the next release.

  43. Jelly McGuiggen
    Posted June 25, 2011 at 00:56 | Permalink

    This is the next Minecraft. Get a forum, and you will have modders and fans pouring in. Love it!

  44. Vector
    Posted June 25, 2011 at 01:18 | Permalink

    Bug: Bots will get close to grenade crates to refill, but they won’t actually touch it, so I have to push them.

    • Posted June 25, 2011 at 15:29 | Permalink

      Fixed for the next release.

  45. Matt_S
    Posted June 25, 2011 at 04:31 | Permalink

    I like the game so far. The map was confusing at first because I thought the green squares were my team’s bases since I was on the green team. Something that was a bit frustrating, one time I respawned in the Town right as it was being invaded by the enemy, and quickly died again.

    At a different time, the game crashed right around when I died. Here’s what appears to be the relevant part from the log:
    19:50:38: : CHECK: character in invalid block: character=252190552 dead=1 position=Vector3(-1965.6, -0.06, 723.92) velocity=Vector3(-1032.46, 0.94, 0)
    19:50:47: : CHECK: character in invalid block: character=252191728 dead=1 position=Vector3(263.104, -0.06, -618.046) velocity=Vector3(0, 0.94, -611.09)
    19:54:43: : CHECK: virtualize character failed
    19:54:43: : aabb=AxisAlignedBox(min=Vector3(284.444, -1000, 682.667), max=Vector3(341.333, 1000, 739.556)) vcposition=Vector3(284.394, 0, 727.999) block=213192640 vc=276972952

    Looking forward to the next version!

    • Posted June 25, 2011 at 15:38 | Permalink

      I need to add a few checks more in the respawn location code, I’ve also spotted some issues with it.

      Thanks for the log, you’ve stumbled on one of those collision issues, some corpses received an awkward impact from somewhere and flew away with a huge velocity and the game couldn’t just handle that.

      The map is just a placeholder for now, it’ll only get better.

  46. Steve
    Posted June 25, 2011 at 06:12 | Permalink

    I had a blast playing this last night. Took over the map as the good guys and only found a few glitches. The major glitch was the game crashed multiple times as I ran up the hill to the Hospital. The minor glitch was detection and jumping over sandbags in the east trench. Overall blast to play. Can’t wait for multiplayer. Keep up the good work, you have a fantastic product in the making.

    • Steve
      Posted June 26, 2011 at 09:48 | Permalink

      Maybe I’m an idiot and didn’t notice but is there a way to get the bots to follow you? I see the bots have the comic bubble pop up and say follow me but how do I do the same? Sometimes they attach to me and I’ll have a 10 person army attacking the West Trench and other times I’ll have to go commando because they won’t and the West Trench is the most challenging point in the game (for me).

      Also, the Airport is too easy to capture. If you attack from the south and lob 2 to 3 grenades north from the grenade box, it’s almost automatic that you gain control of the point. The only units that are defending that point always sit between the double cement barrier and the high-rise building.

  47. Piecewise
    Posted June 25, 2011 at 18:12 | Permalink

    Very good for a pre-alpha, with a definite style to it. Bugs/issues/exploits I found:

    1.It’s difficult to tell exactly who you are in large groups since everyone looks identical. When running with a group I often lost track of who I was controlling and ended up in bad situations more then once because of it.

    2.Cover and firing from cover seems only to work some of the time, with the majority of my attempts ending with me unloading a half clip into a wall or rock.

    3.Height is extremely difficult to gauge as is, with seemingly non-existent hills blocking shots.

    4.Grenades sometimes go wonky and end up being thrown extremely high into the air for no discernible reason. When behind cover it is occasionally possible to have the grenade bounce back off the wall when thrown, usually with enough force to go farther then a normal throw can.

    5. npc grenades seem to do very little damage to other npc’s. On multiple occasions I ended up being killed when a grenade landed in the middle of my squad, but none of the npc’s around me were killed, even though some were closer to the explosion then me.

    6. Grenades are fairly devastating as it is, perhaps a bit too much so. I was able to defend the eastern trench (which was in the middle of enemy territory) all by my self simply by camping the grenade box and “mortaring” any squad of gray coats that I saw. I went from 0 to 4000 in a few minutes and never fired my gun.

    7. The loss of promotions on death is kinda annoying. I’d prefer being able to keep any promotion we gained, but still losing the points, making it harder to get a further promotion.

    8.The color palette becomes rather sense numbing after a while. I like it, but it could use a bit of variety, even if it’s just a different shade of washed out yellow.

    I hope these can be of some use to you in your further development. I look forward to future updates and seeing what this game becomes.

    • Posted June 25, 2011 at 18:34 | Permalink

      Thanks for the feedback! I agree with most of the points, and some of them have been discussed before.

      5# shouldn’t happen, there’s no difference in NPC or user thrown grenades. Terrain and boxes can block explosion impacts, in your case it might have been that the game came to a false conclusion that the terrain near the explosion should block impact to the NPC’s around you.

      6# there’s a bug in prealpha 0.1 that you get points by throwing grenades at corpses and own nation’s soldiers, that could’ve easily increased your points multiple times. I’ll also try changing the point balance a bit for the next release.

      8# I’ve started to suspect that there’s difference in graphics cards how they apply the fog and lighting, and/or the effect doesn’t work the same way with different resolutions. I can see where you’re coming from, but I have myself watched the game for countless hours and I’m still able to live with the orange/blue day/night colored world. :) I suppose the part of the world that has only sand on the terrain is a bit tiresome, something could be done there on the level design.

  48. Eschmacher
    Posted June 25, 2011 at 18:23 | Permalink

    I’m trying to run this on my core i5 integrated gpu and I get an error related to direct x, but I have updated it. Attaching screenshot.

    • Posted June 25, 2011 at 18:36 | Permalink

      Did you try updating your graphics card drivers yet?

    • Helping Hand
      Posted June 25, 2011 at 20:01 | Permalink

      I had this error. Turn off anti-aliasing in the config; that fixed it for me.

  49. Posted June 25, 2011 at 21:08 | Permalink

    Hey Pasik, I noticed that you don’t have a forum yet and just thought I’d post a few things some people at Bay12 thought up. First of all, everyone there seems to love the concept and has had a bunch of fun just with this pre-release.

    1: First I want to address movement. Currently you can only move in 8 directions, which doesn’t always work so well when objects are at certain angles and such. A proposed fix is to simply have all movement be based off of where the aiming reticule is: W moves towards where you aim, A and D strafes, etc. I also think personally that you should be able to move while crouching, just at maybe half speed or something.

    2: You can probably liven up empty spaces by having things such as craters, fallen trees, foxholes, that sort of thing to use as cover.

    3: I notice a lot of people complaining they don’t know who they are in a large group. A fix for this would be to have a colored circle beneath your feet or something, but that might not look all that great. Having your name over your head would work too, but again won’t look nice if you’re really going to stick with the minimal UI thing.

    4: As for not knowing whether your shots will hit something, Men of War solves this problem. The reticule has a green dot in the center when there is a clear line of sight, and a red dot when there isn’t one. If there’s no line of sight a yellow dot shows where your bullets would hit if you fired, usually an obstacle or hill in the way. I’m not sure if drawing a line from the player to the reticule is a good idea since it would be kinda annoying being there constantly.

    5: For hills you could hit a button that puts an overlay on the terrain (or something) where red is the highest mountain, yellow and green are normal height, and blue is the deepest valley. Sort of like a height map. Topographical lines on terrain could work too.

    6: One thing I notice bay12ers want added are vehicles, partially because they don’t like how long it takes to get anywhere, and partly because they would be pretty cool and add a whole new element to the game. Personally I don’t think your game is ready for this kind of feature, but it’s something to think about for the future. Maybe each capture point has a flagpole with your team’s flag on it, and when you’re at the flagpole you can teleport to any other flagpole owned by your team that isn’t under attack.

    7: The other thing they seem to want added are classes. Personally I’m not entirely sure about this idea, perhaps they are all the same except each one gets a special skill. For example, any soldier can stabilize a soldier but only a medic can get him up, or just heals them faster. An engineer could build sandbags and bunkers and other things (dig trenches maybe? Not sure if the game could handle something like that) and repair vehicles quicker if those are implemented. They seem to want a stealthy class the most though, one that could see the field of vision on enemies and have a suppressed weapon. I don’t think the classes should have a huge impact on the game, just something your soldier just happens to specialize in and do better than the other soldiers.

    Please get a forum up soonish (perhaps after next release?), I’ll try to keep the forum topic on bay12 updated if I can =) . Speaking of the next release, how long did it take you to make this pre-alpha? Is the next release going to just be bugfixes or are you planning on adding some of the features on the about page as well?

    • Posted June 26, 2011 at 12:28 | Permalink

      1: That could work actually, I’d add it as an option naturally, for many players the current way may be more intuitive to pick up still. Crouch moving is coming also, it just lacks an animation atm.

      2: The world design is very much work in progress still, more stuff will be added in the future.

      3: I’m going with the ground marker. It’s probably going to be under options, so people can switch it off if it seems to take away from the minimal HUD thingie.

      4: Something pretty much like this is in the works currently, there’s a minimal helper visual to show what is obstructing the line of sight and also color indicators on the crosshair. It also lead me to some issues with the ray collision I have, you can actually shoot through buildings in some hard to find angles.

      5: True. Such feature might be added sometime, not quite a top priority atm :)

      6: Vehicles are in my ultimate long run TODO list (as well as destructible/constructible environments..), but they are far away still to be honest. I don’t want to make a game that has a huge amount of features which all have poor quality feel at the time it reaches beta. The more obvious thing that’ll help with the time to get to places is designing the world in such way. The east side is pretty much crowded with places, and when you die, you’re not really sent that far away from the place where you were fighting. The west side and the center is pretty bad at this moment in this sense.

      7: I wouldn’t go for classes per se, I’d make it so that there are variety of weapons and equipment in the bases, and you can there pick up the stuff that you need for your approach in the next mission. So simply, if you’d like to go stealth, you’d find yourself a suppressed weapon (your team would need to automatically adapt to this also), maybe that would give you a small increase in movement speed as well. Who knows in the future, you might find those special goggles somewhere, that would allow you to spot enemies better and it could also visualize their field of view to some extent. The medic feature could be made so that you need to carry a medical kit, without that you’re not able to help the wounded. The trade-off for carrying such a kit would be that you can e.g. only carry a hand gun for fighting.

      I started this project from scratch on January, starting with the voxel modeling and animating tool.

      The next pre-alpha release is coming in a few days; it’s mostly about bug fixes and balancing, but there’s also the line of sight helper, the ground marker, hopefully there’ll be some settings for AI accuracy and rank increase, for those who are struggling with getting promotions. After that release, I think there’ll be a longer period of no new updates while I’m working with the multiplayer, more weapons and world design.

  50. Frabble
    Posted June 26, 2011 at 00:36 | Permalink

    I love this game, i’ve been playing it on and off for the past few days.

    I can’t wait for the next version. Any idea when it is going to be released?

  51. Cap'n
    Posted June 26, 2011 at 03:20 | Permalink
  52. Cap'n
    Posted June 26, 2011 at 06:13 | Permalink

    Here’s a thread I made on Facepunch. I’d encourage talking with those on the forums who are enthusiastic about the game. FP also helped another game become popular when said game’s devs decided to post in the thread made for the game. (Project Zomboid) ;)

  53. Matt_S
    Posted June 26, 2011 at 08:12 | Permalink

    After many trials, I was able to fend off the greys, and my team is now in possession of all bases except the west trench and west farm. Unfortunately I have a repeating crash when I get close to the west trench. Here’s the error:
    23:12:30: : CHECK: character pool size=0
    and here’s a zipped copy of my save file, in case it’ll help:
    It crashes when I move a bit south, I’m guessing when I change map squares, and it happens every time.

    On a funner note, I’ve experimented with attacking the west farm instead. Thanks to my grenades, I was usually able to kill a lot of the greys defending it, and the ones that survived would run off searching in a random direction, sometimes giving me easy access to the grenade box at the farm for a refill. I was able to single-handedly capture that farm several times, though I usually couldn’t hold it for long since I didn’t get reinforcements before the greys from the west trench arrived.

    I’d definitely echo the thought that grenades are pretty powerful (really long range, and you can throw them over a lot of obstacles, and you probably shouldn’t be able to use supply boxes in enemy territory, even if it’s just for balance reasons), but what was really killer was my greater field of view. The fact that I could see where all the defenders were and in what direction they were retreating when they couldn’t even see me was more game-breaking than the grenades themselves. I think it would be more interesting if the player were subject to the same sight restrictions as the AI soldiers, but maybe that would make it too hard.

    Other miscellaneous suggestions:
    I think some form of camera controls would be good, mainly rotation, but being able to change the… inclination, I guess, of the view would be nice as well.
    Being able to select a spawn base to some extent would be nice. After all of my suicidal west farm missions, I always spawned at the airport, which was far away from any action since the AI just attacked bases in a specific order (but looking at the about page, it seems that’s going to change).
    The soldiers under my command had a bad habit of abandoning me to follow someone else. To some extent this is reasonable, but when I start at the airport as a 2nd lieutenant with about 4 people initially following me, I’m lucky if I have more than a single private left when I reach the west farm. They should be less reluctant to change leaders.

    • Matt_S
      Posted June 26, 2011 at 08:14 | Permalink

      ^In the last sentence I meant either less willing or more reluctant. Oops!

    • Posted June 26, 2011 at 12:57 | Permalink

      Somehow there’s a huge number of soldiers in the west trench in your game and the game can’t handle it. I’ll come up with a fix for that.

      Yep, the fact that the player sees the whole area does indeed give a big advantage, but it also allows some serious fun stuff. I’m not totally against implementing occlusion for the player too, it would actually enable a lot more interesting PvP online mode.

      I’ve put in some new values to try for the AI leader selection and also initial AI soldier rank scale. Let’s see if it’s better in the next release.

  54. Icee77
    Posted June 26, 2011 at 16:02 | Permalink

    I suggest you add a command soldiers key. As in you press the key, assign numbers to your soldiers, and when you press the number, your soldier will go to where your mouse cursor is.

  55. Anonymous
    Posted June 26, 2011 at 16:42 | Permalink

    Great game. Can’t stop playing, although I’m worried that this may end up with the same fate as Ace of Spades did, i.e. huge popularity for the first few months and then dying out due to the devs abandoning the game and hackers infesting the remaining servers.

  56. SJCRPV
    Posted June 26, 2011 at 17:38 | Permalink

    I’ve been playing in the past few days, had fun, won as the “Goodies” and i’m now trying to do the same as the “Baddies”, although I’ve noticed a few things.

    :) – You can still gain points by stabbing dead soldiers (apparently you didn’t fix it before releasing this prealpha :) )

    :o – Some collision problems which you are already aware of (with soldiers and trees from what i’ve seen)

    :D – If you throw a grenade to the edge of your camera view and, for example, you retreat to get cover but the grenade kills a couple of soldiers, when you go back to your fisrt place a few seconds latter, you still see the animation of the soldiers dieing (not sure if i made myself clear with this. If not, tell me and i’ll try to say this in another way)

    XD – Jumping over boxes gives you a wierd jump forward

    >:D – When you’re pressing either A and W or W and D at the same time, if you press TAB, the map doesn’t show up. You have to release one of the keys and press TAB again for it to show up, something that doesn’t happen when you’re pressing AS or SD

    On a graphical note there’s just one thing I’d want to say (aside from the elevation problems already told by many people)

    D: – The trees don’t really look 3D to me so it makes it hard to take cover in one of them without getting shot from an angle you tought you were safe from

    As for suggestions:

    :S – You should make grenades have a little less splash range, the way it is now I believe they clearly have too much power, I alone, was able to conquer an airport full of “Baddies” with 6 grenades and most of them died because of the splash damage range beeing too big

    :P – Another that i’d like to have implemented is the possibilty to give your soldiers orders when you reach a certain rank (maybe since you become a Sergeant)

    D::O – And my last suggestion would be to be able to name your soldiers. I like the fact that the names are random for each one but I would love to see a Sebastian (surname) on the field spamming grenades and performing stealth missions XD

    • SJCRPV
      Posted June 26, 2011 at 17:39 | Permalink

      By the way, I didn’t want to use numbers so I just used random smileys to name the topics XD

    • Posted June 26, 2011 at 18:57 | Permalink

      You can actually edit a textfile to change the names. I changed mine so that all of the baddies have bad names (“Evil Knavery” “Hateful Misery,” that sort of thing.)

      • SJCRPV
        Posted June 26, 2011 at 19:26 | Permalink

        I know that, however I don’t want to have a soldier named Sebastian Diaz and next to me another one named Johnny (my surname). :(
        I’d want to be sure my soldier would have the name I want, while the others kept their random names.

    • Frabble
      Posted June 27, 2011 at 03:38 | Permalink

      The button combination problem you mentioned isn’t an error with the game, it’s a hardware limitation of keyboards. You can buy keyboards that don’t have the limitation, but they are very expensive.

  57. Geen
    Posted June 27, 2011 at 00:34 | Permalink

    You know, one thing that would make this great is a destructible environment and combat inside buildings.

    • Geen
      Posted June 27, 2011 at 00:51 | Permalink

      Also, if you got promoted to officer rank, you would be able to order troop movements. (Like “Attack the farm”, or “Defend the East trench” over the radio.)
      This would add to immersion, as your job changes with your rank.

  58. Frabble
    Posted June 27, 2011 at 03:38 | Permalink

    Have you tried adding some ambient occlusion, to give the game a greater feeling of depth?

    • Posted June 27, 2011 at 20:57 | Permalink

      There’s a fake ao thing going on with the buildings and crates already, where they touch the ground. It’s rather bad even for a fake ao, but it makes a huge difference to having nothing at all. Characters, trees and especially rocks would also need something. Having better shadows and self-shadowing would make a lot too. These all are on my TODO, but I’m trying to concentrate on the gameplay atm, as the appearance has reached the minimum acceptable level now.

  59. HungryHippo
    Posted June 27, 2011 at 06:09 | Permalink

    This game is so much fun. The graphics are slick and the gameplay is very smooth. Aside from the obvious issues with aiming over elevations I did notice that there are issues with aiming and cover (eg. some cover can be shot over while some cannot, and in rare cases different sections of the same piece of cover can/can’t be shot over). It would also be great to see vehicles of some kind make it into the game. Besides that great job and keep up the good work.

  60. Waldo
    Posted June 29, 2011 at 02:46 | Permalink

    I’ve been playing for a couple of days now, and I love it.

    Most of the suggestions I see have been made so far, but I’ll rehash some of them anyways.

    1: There’s a lot of running, I like that, but to make it faster, vehicles would help.

    2: I like the idea of using the cursor to show you what can be shot at, but if there were some way to show what the terrain looked like around you, so it could be used as cover or high ground, that would be nice.

    3: The map seems a bit rough, if you put up icons for relevant events in the world, it would make reading it a bit easier.

    4: I like to do the stealth op, private siege of a base on my own sometimes, and the way that’s set up is great. But, when I attempt to use bases I captured at a strategic level, they don’t always get reinforced by my nation. If there were some way to blockade one base from the rest using these captured bases, or if your nation would start using multiple bases for surrounding the enemy, that would be helpful.

    5: The ability to choose what base you respawn at would help with repositioning.

  61. Tehoputki_
    Posted June 29, 2011 at 20:18 | Permalink

    Looks pretty damn good but i cant play it. :(

    Right after the startup it says “rwr.exe has stopped working” and i have tried changing EVERY SINGLE option in the config…

    Oh and im running Windows 7 64bit, could that be the problem..?

  62. Posted December 2, 2011 at 04:20 | Permalink

    Iпосмотрите на это? кто нибудь такое видел? ШОК