VTC Online associates with Vietnam International Game Developers Association (Vietnam IGDA) to hold the seminar named “2012 – 2012, the Awakening of the Vietnamese Game Development”. This seminar of Game Development will be firstly held in the North with international and domestic specialists’ attendance.
3. INTRODUCTION
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• A MMOFPS game
• The game has been developed since 02/2010 by
VTC Studio
• Game Engine : Gamebryo LightSpeed
• Middleware: PhysX, Raknet, Scaleform, wWise
• Graphics: 3D
• Official site: http://squadvtc.com
5. GAME MODES
• Team death match: Players • Base Destruction: Two teams • Flag Capture mode: Players
are divided into two separate will own certain amount of key are divided into two teams,
teams, the score is calculated points in form of resource each team has its own flag to
based on the number of kills. generating structures. The goal is protect. The goal is to protect
By the end of the match, the to protect your own strategic team’s flag and get the
team with higher score wins points while trying to destroy the opponent’s at the same time
opposing team’s. By the end of to earn points. By the end of
the match, the team with higher match, the team with higher
score wins score wins
6. CHARACTERS AND CLASSES
• SCOUT: lightly armored and • TANKER : heavily armed with • SNIPER: specialized in long
fast moving units that high damage weapons, they are range combat, proficient with
specialize on close the backbone of any team in the sniping rifles, this class can
combat, detection and game. wreck havoc on enemy line
ambush. from afar or keep the base
safeguarded from enemy
attacks
7. SKILL SYSTEM
Each class in the game will have several exclusive skills to define the play style and their roles in
the battle, indicated as:
• SCOUT: Scan – helps to • TANKER : Berserk – helps to • SNIPER: Focus - helps the
detect enemy’s location in a increase weapon damage in a body to avoid impacts from
limited time.. limited time, however once player enemy’s bullets and also
activates it, armor’s effect will be provides better accuracy when
reduced.. shooting..
8. GAME MAPS
• Old market: a market place with the • City in the border: Map of Base
aesthetics of colonial old town architecture Destruction mode, the city with bunkers
and secret tunnels to discover
• School: Large map, situated in an • Secret Factory: a small map of jet
abandoned school with symmetrically engine research site that provides a
positioned sniping points dynamic environment for death match
game mode
9. GAME MAPS
• Bagdad under fire: a symmetrically • Wild West: newest map just
organized map for flag capture game released, a small American western
mode town..
• Old Palace of Persia: a small map of • Wild Castle:a maze of an old
Persian architecture with high tower European castle with defending
sniping points, appropriate environment walls and hidden tunnels
for every 3 classes to train their skills
10. ITEM SYSTEM
Divided into 3 main catalogues: Character, Gear, Weapon
• Character: Diverse character system to choose
• Decorative gear: such as: Helmets, masks, glasses, clips, shoulder straps
with bags, shoes.. Except for the armor, which actually helps to reduce the
enemy’s weapon damage, these items do not have any real influence on
gamer’ s fighting capabilities but give them the option to customize their
characters.
• Weapons: Full different weapon system for each classes
11. CUSTOMIZABLE WEAPON
Weapon upgrades
• Scopes: Zoom options for guns
• Silencers: Hide the sound of your
muzzle, avoid being detected by
enemies
• Laser pointes: Help players to have
a better view during shooting
12. MISSION
Missions are timely designed,
including daily and monthly missions
• Daily missions: System will generate
random missions for each player on a
daily basis. Finishing these mission will
grant the players some certain
rewards.
• Monthly missions: Extra rewards will
be given to players who have finished
all the daily missions.
13. DEVELOPMENT HISTORY
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• Looking for appropriate game engine that mostly
suitable for the game requirement.
• Divided into 2 separate teams with specific work:
GUI + Database, Core Team.
• Coordinate between teams.
• Working under high pressure: High expectation is set
for a great investment.
14. DIFFICULTIES AND CHALLENGES
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• Less experience. Poor engine’s documentation and
support
• Lagging and performance problem
• Hackers
• Bugs like crazy with no clues
• A specific example with Mission system
implementation
•Biggest lesson learnt:
Never ever fear of rebuild everything from the beginning
if needed because it cost much less time and resources
than trying to fix a mess.
Clearly set the most important goal to achieve when
starting a new feature, and then step by step fulfill other
goals
15. OUR NEXT GOALS
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• New game features to come
• Build up our knowledge and experience and skill
• Successfully publish SQUAD to 10 markets in co-
operating with N.V.I.A, Ltd
• Commercialize the game in more possible markets