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Bellum , der kommende Modern-Military-Shooter des bekannten Milsim-Influencers Ryan Yuan (bekannt als Karmakut), zeigt in einem neuen Video seinen Spielmodus Occupation vor.

Dabei handelt es sich um ein asymmetrisches Kriegsszenario zwischen irregulären Widerstandskämpfern und konventionellen Streitkräften in einem fiktiven Statt in Afrika.

Außerdem beleuchtet Karmakut realistische Gameplay-Mechaniken wie Ballistik, Splitterwirkung von Granaten und schwere Squad-Waffen wie MGs genauer.

Wann der Taktik-Shooter erscheint, ist bislang noch nicht bekannt. Mehr Infos findet ihr in unserer Spielvorstellung zu Bellum .
Transkript
00:00Hello everyone, and welcome to the second Bellum Devlog, Dialing in the Details.
00:04Today, we'll be talking about our first core gamemode, Occupation, as well as sharing the
00:07progress our studio has made with some new systems and art. As always, with these devlogs,
00:12please keep in mind that much of what is shown is work in progress and subject to change.
00:17Let's kick it off and dive into how our main gamemode, Occupation, will play.
00:22Occupation is designed as an asymmetrical experience, where conventional forces are
00:26seeking to solidify their control over an area, and irregular fighters are aiming to deny and
00:30disrupt that occupation. When a round begins, teams will start on opposite sides of the playable area,
00:35and a randomized area of operation, also known as the AO, is placed on the map. This AO spans
00:40hundreds of meters across, and designates the area where player actions will contribute to
00:44their team's win conditions. In order to win a round of occupation, teams must fulfill one of
00:49three victory conditions. Completely attrite the enemy forces by reducing their manpower to zero,
00:54control influence by constructing and defending your team's objectives, or by destroying those of
00:58your enemy, or push back and displace enough enemy forces out of the AO, denying them a foothold
01:04within the zone. As mentioned before, Occupation is an asymmetrical experience, meaning that some
01:09factions will have different mechanics than others. Let's share a few of those mechanics now.
01:14The regular factions are considered native guerrilla fighters of the area, and as such,
01:18are outfitted with lighter, faster equipment, and are able to establish within the zone before
01:22conventional forces arrive. These forces will construct numerous low signature hideouts to
01:26steadily generate influence while drawing on a larger amount of manpower to maintain pressure
01:30over time. By leveraging numbers, mobility, and positioning, irregular factions will aim to outflank,
01:36ambush, and draw out conventional forces. This playstyle contrasts with the slower, more methodical
01:41methods of conventional armies. As opposed to their irregular counterparts, these armies are equipped
01:46with superior but heavier weapons and equipment. These conventional armies can only construct a single,
01:51high-impact combat outpost, also known as a COP, in order to generate influence and are afforded less
01:56manpower than an irregular force. Conventional armies will attempt to establish a dominant position
02:01for their COP, supply and defend it from enemy attacks, and launch systematic patrols to seek and
02:05destroy irregular hideouts and forces. As we continue to develop Occupation and add more factions,
02:11we'll expand the depth of our win conditions and support symmetrical engagements in the future.
02:15Next, let's dive into one of my favorite new additions, the M240 and our first cruiser mechanic,
02:20Beltlinking. Cruiser machine guns are powerful weapons built to deliver sustained lethal firepower
02:25on the battlefield, and they rightfully deserve to be distinguished from other weapon systems.
02:29Beltlinking enables gunners to sustain high-volume fire, minimize reload time,
02:33and ensure continuous suppression on a target. While cruiserweapons are most effective when used
02:38with coordinated teamwork, they can still be operated solo in a pinch, though with reduced speed
02:42and overall effectiveness. As development continues, we plan to implement barrel changing
02:46and tripod placement to deepen the functionality of these systems.
02:50Now, let's get explosive. Demolition of enemy objectives will be a key task of the Occupation
02:55game mode, and as such, we wanted to deliver an authentic, explosive experience. Certain roles
03:00within Bellum will be equipped with demolition charges, and teams will need to find, clear,
03:04and destroy enemy objectives such as hideouts and combat outposts in order to deny the enemy
03:08influence. We're excited to share the first iteration of our demolition system,
03:12with more types of charges and fuses coming in the future.
03:19We've also improved our M67 frag grenade animations and effects,
03:30have added in the F1 fragmentation grenade,
03:38the RGD5 fragmentation grenade,
03:42and have introduced smoke grenades into the game, including the M18,
04:01and the unique RGDM.
04:03Beyond refreshing and adding grenade animations and effects, we've developed a custom fragmentation
04:16system from the ground up. In Bellum, each munition simulates fragmentation individually,
04:21calculating both the number of fragments spawned and their trajectory in real time.
04:26By simulating realistic fragmentation along with our medical mechanics, our system offers a more authentic
04:31grenade balance, producing more punishing wounding results over the typical instant
04:35kills of arcade shooters. Our ballistic system has also been completely overhauled with our own
04:40proprietary solution, which realistically and performantly models projectile behavior. It
04:45accounts for muzzle velocity, temperature, wind, air density, drag, including supersonic speeds,
04:50subsonic speeds, and the transition between them in flight, projectile mass and volume, and even
04:55acceleration over time for projectiles like rocket and missile motors.
04:59We've also worked very hard to model penetration. Our system takes multiple factors into account,
05:04including the ballistics of the round, the type of material being hit, that material's thickness,
05:09as well as the round's incoming angle. Here you can see the different effects M855A1 has on various surface
05:15types. And of course, no next-generation ballistic system would be complete without ricochet calculations.
05:27This graph compares Bellum's ballistic model for the M855 standard 556 round against real-world data
05:32and other games. While many games simplify or flatten projectile velocity over distance,
05:38Bellum closely matches real-world ballistic curves, reflecting accurate drop-off and aerodynamic behavior.
05:45We understand that performance is a key concern with all of these calculations,
05:49which is why we've optimized this system to outperform Unreal Engine's native projectile system,
05:53achieving significantly faster speeds even with hundreds of projectiles simultaneously in flight.
05:59Last, but certainly not least, let's talk about some of our art asset updates.
06:03Over the past few months, our level design team has dramatically improved much of the foliage to
06:07help the terrain feel even more like Africa. This system now generates biomes realistically,
06:12and mimics how real forests grow and form. This includes tree and grass updates,
06:18our initial work on rivers, and even some new building kits including our mud huts
06:27and our new commercial structures.
06:32On the weapons side, we've added some new small additions including our own lasers and sights,
06:36and have started work on our launcher systems and art.
06:40Moving forward in the next few weeks, you can expect another devlog,
06:43as well as some big announcements as we pick up tempo leading into the summer.
06:47At this time, we'd love to answer any questions you guys might have regarding the project,
06:50and we'll be adding a Q&A segment in the next video. If you'd like to leave us a question,
06:55please head over to discord.gg slash playbellum and make your way to the questions forum.
06:59But that's all for now, I hope you guys enjoyed today's update,
07:01and we look forward to sharing more with you all very soon.

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