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AOW (All Out War) is a team-based FPS game where you take on the roles of Soldiers (Infantry), tanks, aircraft, boats, with a simple goal in mind - to completely obliterate the enemy base while defending your own base.

Development:
We haven't yet decided how many players will be will be per match, but we know 64 players is the minimum we will go. But we are going to try to go higher than that!

Please stay tuned with us as we develop the game, you have a voice that can help us shape the game to be something everybody can enjoy, so become part of the community and help AOW because the best game of 2018 and beyond!

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Update on weapons system

News

Hello recruits!

New update for All Out War.


For the past few days I've been working on the Weapons Switching system.

This system is completely dynamic, so lets say you take out an enemy, they might occasionally drop their weapon,

so you can collect their weapon and switch to it. It doesn't sound like much, it is however quite a bit of work when you dive deep into the mechanics of it.

Over all, so far it's 200 lines of code, all for such a simple mechanic of scroll wheel up/down to switch weapons. The reason it's just over 200 lines of code (currently), is because as I mentioned earlier, it's completely dynamic, no hard coded weapon values other than the starting weapons, so later if I decided I could make a lighter a weapon, I could make a TV Remote a weapon, without ever having to hard code it into the system. It would simply just work.

The above is very important, because there's no telling what the future will bring in All Out War, I could simply decide to remove every weapon in the game and create different types after iterations and testing. Testing, polish and iterations of tests can result in all sorts of future chances that can make All Out War better. So this is why the Weapons System is one of the key mechanics of the game.


A Gif of it in action below (Syncing Over the network).

AOW Weapon Switching

Credits System

Credits System

News

I figured I'd take this moment to explain the credits system for All Out War. As some of you may know already, the game will run off in-game credits.

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WarheadDesignz Creator
WarheadDesignz

A lot is fixing to change in All Out War.. I've decided to try something extremely unique with this game.

The good thing is, nothing on the backend systems I created will have to change.
This is what I love about being an indie, we can try new things.

Here's what's going on now.
Instead of being a First Person Shooter. We decided to take this game in the route of something very similar to an RTS (Real Time Strategy). For example, think of C&C Generals (Command & Conquer: Generals)... Your team has a base, and the enemy team has a base.

Instead of making this game like every other RTS where you command hundreds of troops on your own, we thought about switching this up into something different.
Now, instead of doing the above, when you first join into the game, it will give you the basic troops to spawn as. So in this case, free infantry.

So you command literally just 1 troop at a time, while others command their own troop/vehicle.

Think of it as C&C Generals, each troop would be a individual player, so this is where the RTS aspects come into play, each player being they control their own unit, you have to pay attention to the battlefield and strategize like you would any other RTS, only this time you have to pay attention for weakpoints on the map to hopefully, accomplish your task on destroying the enemy base or flanking other players.

I realize this can be hard to describe what I am trying to do, not one person yet seems to understand what I'm trying to implement, which I take as a good thing, as it shows there's no real example to give, which means something unique and fresh. My brother mentioned X-Com, but this is nothing like X-Com. The only real descriptive thing I can say is just picture C&C Generals, Red Alert 2, etc. Only each troop is an individual player, I really don't know how else to explain that.

If any of you have any questions, please feel free to ask, I'll try my best to describe to specific questions you have may, as the above information was sporadic at best, but, I make it my goal to be as transparent as possible with everyone.

Thank you,
David.

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WarheadDesignz Creator
WarheadDesignz

More updates on All Out War:
Just to note: The images are still from the old design phase, and will look nothing like what the game will be.

Everything is different. (More realistic graphics), it's going to be post apocalyptic fighting between Man and Machines. (think of Terminator 1) future battle scenes.

But anyways, on that note.
I've been getting a lot done!

I've integrated a Discord Bot into the dedicated servers people can host.
So now you can do all sorts of administration tasks right in Discord!

You see a player who is in some glitch? Just type !Tp NameOfPlayer and it will teleport them in a spawnpoint for their team... Want to see if somebody is cheating? Type !Image NameOfPlayer and you'll get a snapshot of their current game-view (Note: this is just a game-view screenshot, not an entire monitor), so no privacy concerns).

With that said, you can also, kick, ban, timeban players, there's even Role permissions. So if you type !Help, depending on your role, you'll only get certain basic commands.

I am really excited for the future of All Out War.
The designing of of all backend systems is practically done, I am just spending time to get all these little details in place, so I don't have to worry about them later.

If you have any questions, feel free to ask!
Take care everyone!

David.

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WarheadDesignz Creator
WarheadDesignz

More updates on All Out War.

All Out War Dedicated server is almost completed. The majority of all back-end systems are done.

Now with that said, ignore the current images of the game (for reference) - the colored boxy character graphics... That is a style of game-play we are no longer going for.
So for if you who see this message later, realize that them graphics are for an old iteration of the development of the game.

When you start seeing more realistic graphics, well as realistic as one man designing the game can do within a reasonable time, that will be the actual graphics to the game.

So an update on the dedicated server:
I am designing the server with the intent on adding some essential 'Soft-Modding'. So if you don't like the way we balance the game out, you can change some of them values. Such as - does this structure have too much health? Does it not take enough damage from this or that? You'll be able to change all these values, at least to some extent, some values I will never allow to be changed, so there isn't some 1 shot kills for structures and such.

You know, it's just a proper attribute to what should and shouldn't be hard-coded values. This will come in time, but do realize, there will be at least some form, some soft-modding abilities on the server. That way if you don't like the way we balance some things, you'll have to ability to make your server moreso the way you like, and this also offers the ability to have each server be quite unique, so no two servers will be the same, offering more incentive to join servers and play.

Reply Good karma+1 vote
WarheadDesignz Creator
WarheadDesignz

Hey everyone, long time no update!

A lot has happened as of recently.
We have almost got a complete dedicated server-system completed for AOW!
It will even include some soft-modding abilities, such as - don't like the way I balanced the game? You can change various things, such as the price for vehicles, infantry, etc... It is a console based server, so it contains low-overhead and such!

But with this said, we have decided to start the game over from scratch, to better suit our newest networking addition for the game. That way it is better designed around the server architecture. So please be aware, things will be changing as we progress on All Out War!

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WarheadDesignz Creator
WarheadDesignz

Got weapon switching done last night. re-wrote it 3 times to get it just right.
Now just gonna deal with syncing over the networking for weapon switching now.

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WarheadDesignz Creator
WarheadDesignz

Working on weapons systems today.

Selecting weapons, picking up weapons from the ground, making them shoot, etc.
Then after that I will be probably working on a ground based vehicle probably a Hummer (Different name of course).

Sorry for lack of updates past couple days. Ended up having to re-write a lot of systems.

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WarheadDesignz Creator
WarheadDesignz

Today's goals for All Out War :
1: Working on Animations,
2: Re-writing shooting systems, and tweaking the SAM Site (Surface To Air Missile) AI, to shoot more accurately towards incoming air targets.
3: Get the Apache Helicopter setup again.
4: Check for more bugs in code, if none detected. Go to next objective.
5: Build a ground based vehicle (Probably a Hummer type vehicle).
6: Get the vehicle set up for the Network, get it shooting.
7: If any more time available during shift, will do more.

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WarheadDesignz Creator
WarheadDesignz

Been getting expense reports done most of the day to try and reach out towards publishers, I can't name them due to potential NDA's when signing, I am so excited about the future of All Out War. I really hope you all feel as ecstatic about this game as I do developing it.

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WarheadDesignz Creator
WarheadDesignz

Ordered some Anaglyph 3D Glasses yesterday, going to try and add the classic Red & Cyan 3D into the game (Optional of course)... If I get it working right, I'll post an article on it and hear your thoughts on it! I will even post a couple screen shots once I get it up so you can view it as well.

If any of you have any questions, please feel free to ask! And can't wait to bring you this epic game!

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