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A multiplayer first person shooter based in eastern Europe where events are based after a world scale conflict has occurred. Developed with the use of a custom built engine created to support large multiplayer maps and realistic environments, we focus on providing an immersive experience of war. Weapon performance and bullet ballistics are handled with great care to simulate an immersive firefight as you would experience in life.


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Greetings and welcome to development update 24!

We've been working on improving the renderer of our custom engine. We are improving the quality of materials and put a lot of work into the sky and weather.

We've worked more on improving the quality of the materials on the weapons. The goal was to give them a worn appearance, so they look like they've been actively used instead of brand new. The example used to illustrate this is the M1911A1, shown here to be wearing on the parts that would normally make the most contact with other materials when in use.

M1911

The MP-133 pump-action shotgun has been added to the game, shown here in synthetic furniture. We worked for a while to make sure the materials of the shotgun were as high quality as possible, and the shotgun itself is chambered in 12x70 and has a capacity for 4 rounds and one in the chamber.

MP133

We're working with an atmospheric scattering formula developed by T. Nishita to approximate a realistic atmosphere and sun. Mie scattering, the first part of the formula developed by T. Nishita, works to approximate the wavelengths of light from the sun into the atmosphere. Rayleigh scattering, the other part of the same formula, works to approximate the blue tones of our sky. The results in-game are shown below.

Mie Scattering

Atmospheric scattering

We've also been working on implementing realistic volumetric clouds. We wanted a dynamic solution which can account for any type of weather and time of day. We worked in this direction previously but didn't get a good looking result so we revisited the clouds. Our solution uses a few volume textures as a base building block and a weather lookup texture for the shader to create the clouds.

Volumetric Clouds 3

The most challenging part was achieving good quality lighting. We ended up having to ray trace through the volume for each voxel to simulate the light scattering at different density levels. It's an fairly expensive solution but nothing else attempted provided visually acceptable results. Right now we use a flat ambient term averaged from the sky for performance reasons which is a bad approximation of indirect light. In the future we'll find a better solution for example a 2nd order spherical harmonic.

Volumetric Clouds 4

A weather texture is used to change weather dynamically. In the future we'll be looking at implementing rain and weather effects. We change the lighting according to the cloud density and dynamically update the reflection IBL probes.

Volumetric Clouds - Overcast

You can visit us at Afterconflict.com to see any updates you may have missed. The website also links to the other sites we share media of our game on.

Development update 23

Development update 23

News

We're back with another development update. We've added a new handgun and grenade animations.

Development Update 22 - Metro

Development Update 22 - Metro

News 1 comment

This update presents the soviet-style metro system. It also includes some new equipment recently added, as well as some visual changes to atmospheric...

Development Update 21 - Grenades

Development Update 21 - Grenades

News

We're here with another new update. We've added several grenades, authentic ammo props, as well as improved our foliage rendering.

Development Update 20 - M1911A1

Development Update 20 - M1911A1

News 2 comments

We're back again with another update. This time we've added another new pistol, and road generation technology that allows the engine to generate roads...

Comments  (0 - 10 of 24)
HungryPixel
HungryPixel

Nice handgun model

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vityanykovic
vityanykovic

Super Cool Game

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Omegakill
Omegakill

For some reason the screenshots remind me a lot of DayZ, but considering how much work you're putting into this and how long DayZ has been out I wouldn't be surpirsed if this was released before the DayZ shitshow came out. Good luck with the project.

Edit: Also just so I'm clear I mean the game visually looks fantastic and is something I'd very much look forward to playing.

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Cantalouper
Cantalouper

Loving the feel of this game.

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Guest
Guest

Игра бомба жду её выхода

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Dev.Felix
Dev.Felix

It looks nice I'll be tracking it.

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sirjuanitoPRO
sirjuanitoPRO

your game is on Steam or Steam greenlight?

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Sklerovski Creator
Sklerovski

Currently neither, we'll put it on greenlight when we consider the quality of the game acceptable for a bigger community.

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Guest
Guest

Voted !

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Rebel12Lz
Rebel12Lz

You did a great job with your environment- it will be a good basis for developing your game further in the future. Hope to have a sneak-peak at some gameplay soon ;)

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Afterconflict Lost War
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Latest tweets from @afterconflictlw

Currently a work in progress, the SKS is a soviet semi-automatic carbine chambered in 7.62x39mm with a 10 round int… T.co

May 20 2018

With an effective range of about 40 meters, the M870 pump-action 12 gauge shotgun holds 7+1 rounds in an internal t… T.co

May 13 2018

We've setup a forum on our website for the community to join and share their opinions with us at… T.co

May 6 2018

We've implemented Parallax occlusion mapping which allows for materials to look more realistic. #GameDev #IndieDevT.co

May 2 2018

The Russian MP-133 is a traditional pump-action shotgun which holds 4+1 rounds of 12x70 gauge ammunition. #GameDevT.co

Apr 19 2018

Our current progress in implementing an irradiance volume using 2nd order spherical harmonics to achieve global ill… T.co

Apr 16 2018

We've posted a new update to our website dealing with the M1911A1 pistol, the MP-133 shotgun, and our recent work w… T.co

Apr 10 2018

We have made several more changes and improvements to the industrial setting. #GameDev #IndieDev #IndieGame #FPST.co

Apr 3 2018

We're experimenting with our volumetric clouds to create overcast skies. What do you think? #GameDev #IndieDevT.co

Apr 2 2018

We've implemented Mie scattering, which is used to approximate the wavelengths of light from the sun into the atmos… T.co

Mar 24 2018

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