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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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Development Update 8

News

Greetings and welcome to development update 8!

We've added another new weapon, the SKS, implemented irradiances volume to improve our lighting, and implemented our first character.

The SKS, a Soviet semi-automatic carbine rifle has been added to the game, shown here in wooden furniture. Using a version owned by one of the developers we replicated the weapon down to the smallest details. The SKS is chambered in 7.62x39mm with a 10 round internal box magazine.

SKS-45

The SKS is loaded via stripper clip, fires its round at approximately 735 meters per second, and has an effective range of around 400 meters. The SKS's limited amount of rounds contained within combined with its high accuracy requires a player to be careful with each shot, but each shot can be very effective.

SKS-45-2

We're currently working on irradiance volumes for indirect or ambient lighting. An irradiance volume computes a volume grid of radiance into second order spherical harmonics to provide lighting from all directions. This means that the volume, any objects in the volume whether it's static or dynamic will receive consistent lighting across the board.

The reasons why we picked irradiance volumes for indirect lighting :

  • We wanted lighting to be consistent for all objects.
  • We didn't want to use different lighting systems for static and dynamic objects.
  • We wanted hardware acceleration.
  • We didn't want any UV maps for lighting.

Irradiance volume 1

Our previous method only succeeded in baking lighting on a static meshes using lightmaps, which doesn't apply to any dynamic object. Another problem with lightmaps is they require a second layer of UV-maps to work. Using irradiance volumes meshes don't require a second set of texture coordinates or pre-processing in any way, which lowers the memory footprint from indirect lighting. In the image below the spheres shown represent the radiance points used to compute the volume. We use 3D textures to get automatic trilinear filtering from the GPU.

Irradiance volume 2

We've also implemented and begun testing of the character. We based this off of a Russian soldier from 1992 who is wearing a 6B2 vest. We intend to allow players in the future to ultimately change their appearance and what armored vests they wear, which will also change their play-style depending on the properties of said armor.

Russian soldier

This means a player who chooses to wear lighter armor would be able to run faster and for longer, but could take less hits, whereas a player who wears heavy armor would be slower, but be able to absorb more bullets, granted they hit the armor. The character currently still needs improvement, and we plan to give the player as much freedom of movement as possible, such as side-leaning.

Shooting range

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.

Greetings and welcome to development update 7!

Greetings and welcome to development update 7!

News 2 comments

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...

Development update 6

Development update 6

News

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

Development Update 5 - Grenades

Development Update 5 - 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 4 - M1911A1

Development Update 4 - 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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Windows
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Custom
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Latest tweets from @afterconflictlw

Recently we've been working on various bodies of water in-game such as the river shown here, spending the past week… T.co

17hours ago

We've posted a new development update to our website, check it out. Afterconflict.com #GameDev #IndieDevT.co

Sep 2 2018

We're still improving irradiance volumes to get better consistent ambient lighting. #GameDev #IndieDev #IndieGameT.co

Aug 30 2018

We're currently working on making a character based on a Russian soldier from 1992 wearing a 6B2 vest. #GameDevT.co

Aug 24 2018

We've begun setting up a 500 meter shooting range for players to practice their marksmanship. #GameDev #IndieDevT.co

Aug 13 2018

The RGD-5 is a Soviet anti-personnel fragmentation grenade which detonates in 3-4 seconds. #GameDev #IndieDevT.co

Aug 4 2018

The Fort 17 is a semi-automatic pistol, which is chambered in 9x18 and holds 14+1 rounds, with an effective accurac… T.co

Jul 21 2018

The SKS is a soviet semi-automatic carbine chambered in 7.62x39mm with a 10 round internal box magazine. #GameDevT.co

Jun 30 2018

It's been a while since our last update so today we decided to update everyone on some of our progress. #GameDevT.co

Jun 29 2018

The M40 is a bolt-action sniper rifle with a 5-round internal magazine and an effective range of 800 meters.… T.co

May 31 2018

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