Source: Sands of WarDue to some site difficulties (which have now been resolved), the Sands of War team hasn't been able to show us this media, but has kept it warm in the oven for us to be shown today. Since they are inching ever closer to the first public release of Sands of War 2, they've started showing the in-game media. Firstly, showing the effects of a flash bang grenade, and the effect of the smoke grenade:

Secondly, we see an early implementation of Night Vision and Infrared Goggles:

Lastly, you can see the Real-Time Strategy element that will be implemented in later versions of SoW2, first showing an Armory, Power Plant, and Gun Turret:

For more information on the impending release, as well as information on the upcoming SoW 1.6 (for Half-Life) release, please visit the Sands of War web site.
Source: modDBRelated: Realms of ValhallonIt's not often you see professionally established companies building Half-Life 2 modifications, but Ruccus Productions (based out of Los Angeles) is doing just that. Until now, production has been kept quiet from the public, but our friends at modDB had a chance to break open the case, and have a talk with Jacobo, the projects lead designer, and his team. Here's a bit of what they had to say:
modDB: How varied will these scenarios be? Can you give any examples?JJ: Each scenario will provide a different type of battle, and we have taken strong measures to include the major combat experiences a soldier would face in an ancient/medieval world. In the assault model for example, there is an invading force that spawns from a single location (usually on the opposite side of the map of their final objective). This force can respawn at that same point quickly for the entirety of the battle, but the number of reinforcements that they have available is a server-set variable. The defending team can spawn 1-2 players at each position (for example a watchtower on certain maps), but the remaining force and every player thenceforth spawns from their reinforcement spawn at the far end of the map. While this defending force has infinite reinforcements, the rate at which they may respawn depends on how far the invading force has advanced across the map.We are deliberately avoiding entirely balanced battles, which is in our opinion a formula for boring gameplay, and are trying to place an equal focus on team goals as well as personal score, something that is lacking from most other online action games.You can check out the entire in-depth interview here, as well as a few concept images, and even a soundtrack preview! You can also check out the official Realms of Valhallon web site for further information.
Thursday, 22 September 2005