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Aces & Armour
Greece
เข้าร่วมเมื่อ 1 เม.ย. 2024
Aces & Armour is a new, multiplayer, WW2 combat game - a battlefield of thousands of combatants - infantry, tanks, and aircraft. Each vehicle featuring a fully modelled interior and exterior for full multicrew immersion.
Beginning development in February 2024, Aces & Armour will begin in Eastern Europe, before branching out and introducing the Pacific Theatre, Mediterranean Theatre, and Late War Western Front.
Developed by Delta Game Studios, an international game development studio.
Beginning development in February 2024, Aces & Armour will begin in Eastern Europe, before branching out and introducing the Pacific Theatre, Mediterranean Theatre, and Late War Western Front.
Developed by Delta Game Studios, an international game development studio.
New Vehicles, Maps, and Weapons - Aces & Armour Devlog 4
The 4th devlog of Aces & Armour, documenting some very large updates we've made, including new mechanics, new vehicles, the new map, environmental assets, VFX, and more.
Become a member on Patreon: www.patreon.com/user?u=121847017
Join the Discord Server! discord.com/invite/SASv2wmd2G
Check out our website: acesandarmour.com
Become a member on Patreon: www.patreon.com/user?u=121847017
Join the Discord Server! discord.com/invite/SASv2wmd2G
Check out our website: acesandarmour.com
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Full Tank Interiors, Infantry & Explosions - Devlog 3
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The time has come for a catch-all, era defining military simulator that ticks all the boxes, rather than a plethora of games that tick only a few each. Part of this process, in the goal to create Aces & Armour, is creating tanks that have full interiors and full-fidelity. In this devlog, I document the Delta Game Studios development team's journey in undertaking this job. Become a member on Pat...
Tank Damage Mechanics & Ballistics - Devlog 2
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The second devlog documenting our progress on the damage mechanics, ballistics, and realtime simulation of the shrapnel, progress on the interior of the tank, and various other developments. Become a member on Patreon: www.patreon.com/user?u=121847017 Join the Discord Server! discord.gg/SASv2wmd2G Check out our website: acesandarmour.com
Developing a New Mil-Sim Tank Game - Devlog 1
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The first devlog documenting the initial development period of Aces & Armour, in which we've made a lot of good progress, and are ready to share it with you! Become a member on Patreon: www.patreon.com/user?u=121847017 Join the Discord Server! discord.gg/SASv2wmd2G Check out our website: acesandarmour.com
3:55 will you make the Sd.Kfz 250 able to use other weapons like light AT cannons and mortars and be able to be turned into a radio halftrack? Also, will you be able to open enemy tank hatches (if they're not locked from inside) and throw grenades inside?
7:25 will the thing right in front of the camera on the recoil guard be functional? I don't know what it's called but each time the gun fired, the breech came further back. Eventually the crew would have to stop shooting to avoid further damage, and that was used to tell the distance the breech goes back
Gta4s physics engine,so cool!!!
what kind of computer are you going to need if you wana run the game?
Are there any plans to add modern vehicles like Abrams, Leopard and T-72 too? Im not big fan of ww2 setting, but I love co-op driving tanks in Squad (game). It would be amazing to see more than one era vehicles. Anyway Im impressed of what you guys achived so far. Keep it up!
Hey, thanks for the comment. Our scope is strictly WW2.
why do you apply lightning and shadows to models before even having textures ? Is this the ue5 default ?
There is no case of 'applying lighting and shadows', this is just the default of what happens if you drag and drop a 3D model into an Unreal project.
Don't forget mission design. All the physics and assets are worthless if the mission consists of a blob of military assets crashing into each other with no rhyme or reason. Objectives should be contextual world building elements. Secure a rail yard, secure a road, secure fighting positions, only after securing all of these can you mount a defense against the enemy counter attack. The size of the counter attack is dependent on how long they can stall you from capturing your objectives. Everything has a purpose. That's what makes the stakes of any given battle. Without a realistic objective, with in-game consequences, and elaborate fail conditions. You will very quickly exhaust all the novelty of tanks shooting each other over and over again. And its an especially egregious part of game design to overlook, as it is relatively cheap to make, assuming you have all the assets and the playable space to use them all. Its just a series of if/then statements, and triggers. You're constructing a story, with a few branching paths that end in victory or defeat. If you capture the logistical objectives, you receive reinforcements. If you capture the defensive positions, you gain a defensive advantage in the coming battle. If you fail these things, you have to face the final wave without reinforcements, and without a defensive position to start with. It makes the game dynamic. This capture and advance method is pretty basic, but its just an example. Playing on the defender's side flips the script obviously. But there are also lighter engagements, where your objective isn't to capture or hold anything, but simply to support infantry like a fire brigade, or patrol an area known to have alot of partisans in it. Combined with the standard urban, rural, industrial landscapes that all wargames have in their map rotations, and you can have alot of variety from a finite number of assets. You don't need 20 different model of tank, if you have 20 different types of missions. If level deign is your strength, that can also exponentially increase the scope and scale of your game without needing any additional assets. Just don't fall into the trap of thinking more content means more game. How many unique interactions between the content the game has is just as important.
Jesus that sound is scary, if I'm in infantry and I hear "PANZER PANZER" and I hear that thing firing I'm running screw my platoon
Will this require a nasa pc?
hope there is optimization.
i really am hyped about all your progress and all the Features seen in every Devlog and cant await the next one ;) Keep up the good work!
Will players be able to add armour to the tank like add-on tracks or be able to add different add-ons?
Will the T-34 Mod.1942 be able to have a mod that swaps out the 76 F-34 for the 57 ZiS-4?
13:26 shit gave me goose bumps
You know, when even DaVinci works on a game, it's going to be a masterpiece!
Would be cool to have a duel throttle stick set up available to drive the tanks.
Will their be realistic crew bailouts? Like the crew lifting the hatch(s) crawling out and jumping off the tank. Same goes for trucks like the blitz, entering would require opening, going past the door etc. Also, whats the damage model system going to be like? Im hoping more like WT than a wot health bar or squad 44 module health bars. I just feel like these questions would be important to me, because this game is like what GTA 6 is for others. People are hyped, and may need to get a PS5/PC just to get it, this is how it is for me for this game!
What is this game is going to be? Like battlefield or something?
If my College ass ain't having too much bills to pay, i would litteraly donate you my entire allowance LMAO
Having the creator of the RCSM as a sound designer for a mil-sim is an absolute win. Hold on. At 13:39 why are there like 5 different models of the cat? 😂
Is it possible to play or test actual branch when you are a patreon? Will patreons get updated branches regularly? Thinking about getting patreon too... I have been waiting years for such a game. Hoping devs will keep up this details. It would be great if devs could even build in some training missions and bots so you can operate a tank even in some single player action. Wolfpack game has solved this in a similar way with bots. Looks great already!
Hey, yes - Patrons get test branches and early versions to play around with
i know war thunder has a lot of complex underlying systems regarding physics, stars, wind resistance etc. i always believed that a war thunder killer needs a full team of physics, engineering, weapons, explosives, mechanic and aerospace experts to help make the game perfect and as true to real life as possible. i wish you many success with this, it will be hard to get right. engine rpm, climb rate, engine boosts and other stuff for aircraft is already hard to understand and nail down imo. the real autists that can help you likely reside in ww2 forums and modeling forums.
Daaamn ! Thats pretty good !!
Do you plan to drop this on console?
Regarding the gunplay, could you make it so you have to manually work the bolt in bolt action rifles in realistic mode like in RS2 vietnam?
Gran trabajo, felicidades, me encanta sobre todo el modelado del interior de los tanques.
the tank interior looks amazing!
Cant wait to run it on my pc and running at 5 fps per second XD
Just as an FYI, nobody in the military moves around with their weapon pointed like that. The only time you point your weapon like that is when you are going to shoot someone. Normally it will pulled in tight, cross body for weight distribution and balance. I wish or hop you will include VR support.
love it!
Really hoping that you'll some tank destroyers like the StuG or the SU-85. The stuff that your team is doing is amazing, so far
Aah that's why the sound mod in Warthunder is not getting any updates! You picked well because he has the best mod by far. Keep up the good work !
Lads your onto a winner,this will appeal to gamers that play il2 great battles,this is just what they are waiting for
Would you be able to use shovel and other equipment that comes with the tank?
Are you thinking of making this game for free with in-game payments?
no Offensive , but this game looks better then I have expected.The graphics and vihicle animations looks already better then War Thunder.I wish you all the best
this is starting to look more and more promising, might become the next big "hardcore" leaning tank game
Wow and you really want to add planes? stay with the tanks and call it Aces in Amour. Adding Planes does nothing but lengthen development time. With the Tanks you have something uniqe but the planes cant compete with IL2 or DCS
I would prolly agree, at least initially, maybe just spotter planes like storch and L-3
It's probably going to become one of my favorites, can't way for this game to come out
There will be bombers?
I wish I could help u guys
Can you guys make a video on the limited premiums and player market? I'd like to better understand why you guys decided on a system like that and see how much the community supports it.
First devlog i watched of this looks like a very promicing game
I did not expect to hear Greek music. Nice. Anyway, i recommend taking a look at Steel Fury. It's in my opinion the best WWII tank simulation ever made. Even gun sounds are very detailed. German high velocity guns had a slight whistle or ring tone at the end. You can even hear it in WWII footage.
At this point, anything that resembles WT and don't have the Russian bias is a good thing. Hoping to see more of it!
Well it will hardly resemble WT, since WT is a vehicle battle only game.
@@Kuschel_K It will hardly resemble WT because WT has turned into World of Tanks.
@@TheJohn_Highway exactly this. Also, historical MM is a must. Idc to be fighting kv1/2 on my panzer3s, as long as i don't have to fight bmp1 and all the powerful heat slingers on my TigerII. Or have to deal with ultra light weight vehicles that doesn't get insta "destroyed/get incapable" after a heavy round how through them.
11:19 I think controller support with analog triggers could be useful, but I'm not sure how technically feasible it would be.
I’ve heard somewhere that the tigers turret traverse is tied to the engine rpm Could be fun if that worked in this game.
Will we see simulated ground physics like terrain deformation, foliage movement, possibly entrenchment, etc?
You could add so when you are walking with a weapon, click a key and put it to the side