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A DEEP LOOK
INTO SQUAD
CONTENT
____________________________________


• Introduction
• Currently implemented features
• Development history
• Difficulties and challenges
• Our next goals
INTRODUCTION
____________________________________


• 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
FEATURES IMPLEMENTED
____________________________________
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
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
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..
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
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
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
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
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.
DEVELOPMENT HISTORY
___________________________________


• 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.
DIFFICULTIES AND CHALLENGES
____________________________________
• 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
OUR NEXT GOALS
____________________________________
• 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
http://squadvtc.com

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2012, the awakening of the Vietnamese Game Development - A deep look into squad - Mrs. Le Thu Van. VTC Studio

  • 2. CONTENT ____________________________________ • Introduction • Currently implemented features • Development history • Difficulties and challenges • Our next goals
  • 3. INTRODUCTION ____________________________________ • 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 ___________________________________ • 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 ____________________________________ • 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 ____________________________________ • 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