This week we have new renders of the Allied Airforce Command HQ, a wooden surprise and a video of improved base defenses!
Good day dear fans and welcome to the latest AR update!
As you can see, these "blogs" are following each other faster than before. That's right! The train is rolling and we won't stop until release day. Actually, not even after that, as the game has a lot of potential and we want to explore it all!
Now, onto the updates!
More Airforce HQ screenshots
Last time we presented the updated Airforce Command HQ's exterior and it's minor weakpoint.
Now we'll reveal some screenshots of the interior and you can take a look at the major weakpoint!
The underground part of the interior serves as a refueling area for Harrier jets and also hosts the lift controls. Yep, Harriers are built right here and will be pushed up to the surface when they are complete and fueled, a bit like how the Soviet War Factory pushes up ready units from the depths of its construction zone.
Models and textures are WIP.
The Harrier lift zone and the lift control room.
The paradropping room's entrance behind the lift zone (USA only).
Most buildings in AR have a major weakpoint. This acts very much like the Master Control Terminals in other W3D games, except that it is not the only repair-point for defenders (more on this in a future update). Nevertheless, destroying it will kill the parent building.
The major wp in the ACHQ is the Harrier Missile Racks. We all know how Harriers pack a load of missiles that they hunt down enemy units with. Obviously, the building will need to store these missiles to arm and rearm Harriers. It "works very well" here as the major weakpoint, as the rockets contain explosive elements, so shooting them will set off a "bomb" that will take the entire building with it.
The Harrier Missile Racks. Attack it with infantry from inside to kill the Airforce HQ.
Crates... in the water?!
Hands up anyone who didn't keep collecting crates in C&C games! It is such a classic element in RA2 too, that it just can't be skipped from its FPS conversion.
So yeah, get ready to collect score, money, veterancy points and even free vehicles! That's right, in AR we already have crates that grant you a free vehicle if you are on foot and the game puts you inside it as well when you collect it.
What else was a RA2 classic... hmm... oh yeah, crates in the water! Romanov, our resident inhouse 3d/2d pro artist has taken his hands on this duty. He has modelled both the land and the water version of the memorable RA2 crate, so we can all get them with tanks and... (yes!) ships! Though AR's first release will not have controllable naval units, we already have a few in our naval arsenal and they will be included in a later release. I myself can't wait for the RA2 style naval combat!
Land crate and naval crate. Modelled by Romanov.
Defenses that search for targets
Have you ever met base defenses in W3D games before? You sure did. Did most of them look like zombies when inactive? Unfortunately, yes.
One of the reasons the defense structures in W3D are boring is because it looks like their operating crew is asleep when there are no enemies around.
Danpaul88 has finally come up with a solution to make them look alive. When idle, they will start looking around, like they were searching for targets to shoot at.
Danpaul88's turret rotater scripts in action. Defenses finally look alive!
Recruitment
We are hiring new team members to fasten up AR's release!
We require the following:
2 people for modeling AND texturing civilian buildings and props.
1 person for making nature assets (trees, bushes, etc.)
1 level designer
1 character artist
1 texturer (optionally unwrapper) to help in texturing building interior objects
If you feel like contributing to the game and think you have the skills, don't hesitate to apply! If you DON'T know if you have the skills, send us a pm and we can talk. If you'd like to help in areas not listed here, that is also welcome.
To apply, just send me or One Winged Angel a personal message and tell us which position you want to apply for.
Where can I learn how to work with W3D?
Now I know a lot of people have absolutely no idea how to start or where to look when wanting to do level design or anything W3D, let alone help develop AR.
Therefore I am planning to launch a 30-day W3D crash course starting in the following weeks. Everyone will be welcome to join in (even devs) and learn all the basics plus get some advanced knowledge of the engine. I've been working with it for 9 years now and I can tell you it's very entertaining to learn how everything works. From the moment you create your first map to the part where you work on your own standalone game. Details will be worked out and more info will posted in the coming weeks.
Until then, we have a large tutorial database about all W3D if you are interested. Also please raise your hand if you would love to join the "school".
Can I be a tester?
You have no skills to develop the game, but want to contribute in another way?
Have no fear, for W3D Hub has its tester positions open. We are in need of internal beta testers that find bugs and participate in balance tests, and also give their opinion in the latest features and updates.
Testers have access to all games that W3D Hub develops.
You can read more about applying here.
End
Thanks for stopping by. Check back later for more updates and remember, you can apply both for developer and testing positions! Tell your friends!