I would advise them though that they need to have casual and not so skilled players people as part of the play test, as in...people who don't have much experience with tactical shooters, and/or aren't that good at playing with groups. Why? Because this will simulate what the actual experience will be, because let's face it...a lot of potential squad leaders aren't really leadership material, and a lot of the rank and file squaddies won't always listen to orders too. So, if the game can hold up well even for THOSE kind of players, then I think the game has a good chance at working out. If the game requires everyone to be hardcore for it to be playable as opposed to the mechanics enforcing proper behavior, then the game will fall apart.
@@ChristoffRevanbro but casuals don’t play this game I’m like half casual and half sim , everyone I’ve ever showed games like arma or even insurgency sandstorm not mil sim but more realistic casuals don’t really like most of the time , they’re all playing call of duty. What I’m tryna say is I think it’s best if he tries to deliver the best sim he can and not water it down
@@ChristoffRevan I wouldn't take it so far - I'd only take it as far as "test it with people that play Squad". Anything more broad than that and you're potentially barking at the wrong tree as the vast majority of players aren't looking for what is essentially a sim. Battlebit fell into a similar trap/limbo. Also, note this is an off-the-cuff comment - the point is simply restraint in widening the target demo and using Squad's player base is probably too or too little restrictive.
@@toastbud6870 I'm more so saying that the game itself needs to have mechanics that enforce playing tactically, as opposed to relying on players themselves to somehow know what they're doing. For myself, I'm just a bit tired of games where they rely all on the player to create the experience...that's why Squad games can end up being half and half...half of the games are good due to decent squad leaders and people communicating, and the other half are bad because of either bad squad leaders, and/or lack of communication and people just running off as a lone wolf.
I was playing airsoft once with an ukrainian bloke who used to teach firearms safety to soldiers and he had this kind of watch irl and used it to navigate us to the set objective
3:15 animation looks cool but you don't need to check the feed pawls when you reload in the middle of a fire fight unless you really need to. Also, you don't want to lift the feed tray because a round might cook off. It will happen if you have been shooting a lot. Depending on the training of the country, you would lift the feed tray when before readying and when clearing. Lastly, some people will say to never hot load the weapon. That being the bolt fully to the rear.
@@austinriggs7017 The feed tray (the second, smaller tray the rounds sit on), not the top cover - like you said, you'd def. have to lift the top cover, but you generally wouldn't lift the feed tray for exactly the reason he explained.
@@austinriggs7017@Bennysouhst I think it would be cool if the manner in which you reloaded had a small effect on the chances of weapons malfunctions. Like you said, you’re not gonna check the feed pawls in the middle of a firefight but maybe a reload after the fight to top off, you would.
Just throw this in the bag for later JTAC Class build a 5/9line right on the ATAK for Ai CAS direction TGT, in heading, and payload selection. Keep up the great work man loving what i am seeing so far
4:22 "Dynamic direction" I see what you did there. In all seriousness I loved the squad mod and all the little features that made it a unique and more team oriented game. The gameplay looks really good and I wish you and the team the best of luck!
I do miss the area objective DD added. The tiny building objectives don’t give a lot of room for strategic gameplay. You can choose when to rush , suppress, or defend because you’re still gaining points by holding a position in the zone.
You know what would make your squad creation system next level? Make it so that squad leaders can "lock" certain roles to prevent them from being used. Also some kind of system that "prioritizes" specific roles upon SL's request would be sweet. Gone are the days of asking your squadmates to please switch to medic, or the marksman that refuses to listen because he wants that sweet 7.62x54r. After 1800 hours of squad, I still can't believe they haven't implemented something like this. You could be the first.
That doesn't seem to be the implementation they're going for. Since it's a realistic squad system, there is no choice for which roles people want inside of a squad/fireteam unlike 'Squad'. A full squad is going to have only certain roles, depending on which squad it is. If you want to be a marksman, one squad might have it but another won't, and that's rigidly built into the role selection; and based on the preview in the video, 1st-3rd squads seem to be copies (at least for US rangers). It should only ever be an issue if you don't have a full team.
The best part about this is that squad tactics and suppressive fire comes naturally and does not need to cripple the soldier with something like the ICO in Squad
@@justacoolguy525 prior experiance with indie tactical shooters? Almost all are scam... F the community that eats this garbage as something "promising".
I am usually a big criticizer when it comes to tactical shooters, but let me tell you that for a pre alpha, this is better than some final versions of "big" games out there. Outstanding work. Looking forward to play it!
looks amazing. Just always remember to focus on the gameplay and making the objectives feel engaging. many "tactical shooters" that come out fail because they lack defined objectives and basic features. looks amazing so far tho
This looks great One key thing with the tourniquet When applying it You pull the strap as tight as possible and then stick it on the the loop And then you turn the windless Not like in the video where It is pulled and then just free hanging there while you turn the windless and then stick the Velcro together. If it is done like the video there is no tightening effect for the TQ as it the strap will simply got pulled out making the loop bigger
man congrats your project looks amazing and I'm sure it will be a massive hit just by the way you are approaching it. I always look at these types of games with wonder but never approach them because the hardcore realism seems like one hell of a steep learning curve and nobody wants to be "that guy" on the squad - please make room for us realism nubes in there somewhere! bot populated tutorial campaign or something could help a heck of a lot.
The fact that you've gone int such amazing detail on the characters and weaponry is superb! I love the idea that you've gone with proper detail on weapon control by Specific people who really understand how weaponry work when a skilled gunman with them, Unlike SQUAD which makes guns flair about your hand even if you're a trained soldier, this looks amazing of a game, i hope you guys go super far with the creation of this!
Bro, that's hot. Even the bullet crack sound effects are spot on. Can't wait to see the further developments, this preview already looks reeeeeeally good.
Looks amazing. The respawning and objectives will of course make or break this. I trust you and the team will and have put hundreds of hours into the gameplay loop. You got this bro.
This is what all the other tactical shooters hoped they did, but fell flat in so many aspects without much real innovation. Guaranteed to be a smash hit in the tactical sphere if it looks this solid already in pre-alpha.
This looks insanely good. I’m excited for when it’s released! Has a lot of aspects that I have wanted from MilSims for a while like way you have implemented the UI. Excited for more updates on Bellum!
Thank you for this update! I'm extremely excited to see where this goes. One of my more favorite and I feel often overlooked designs in games is the audio. Do you plan to have realistic audio implemented by launch? I would love to see a company accurately recreate the sound design of guns, as well as the ear protection one would wear like comtacs. Great update so far!
Looks great! A few things that stood out was the audio and recoil. I would crank the audio up like 10 notches in volume on gun shots and the recoil needs to be alot more stronger.
Honestly the game rn looks amazing karmakut u and ur team are doing a fantastic job on the game and the 75th RR kits are my fav and i hope we get a playtest or demo before release keep up the good work Karmakut!
The medical system looks absolutely fantastic. Having a system in place to differentiate a good medic from a GREAT medic is huge. Looking forward to this.
This looks great. The ATAK integration is awesome and the maps look great. My only small point of criticism is that if I were in the middle of a firefight I would probably be reloading with a bit more urgency. The gunplay looks fantastic though. I can't wait to see more.
Great update. Have you guys considered implementing a way to replicate how optics look when we shoot with both eyes open? Games always render them as if we're looking through one eye focused on the optic itself and it makes the housing so obstructive. It's something I rarely see in tactical shooters and I'd like to know if its something you guys considered.
Looks sick Karma! the animations alone tell me that when this is done its going to be AMAZING! are you by any chance looking for audio engineers? ive been making sound effects and music for games for a few years now and would love to get involved if there is room to apply!
The Dynamic Direction mod was the reason why I started watching your videos. I hope that you'll get the game and the experience that you want. Good luck Karma 👍
To me it's looking like a mixture of Ground Branch with Arma, I really like it. Hope the development goes well and good luck with everything. I'd like to just say don't go the Ins Sandstorm / Squad route in terms of animations where you wobble the weapon around unnecessarily and take ages to reload, if your character is an experienced operator reloads should be something similar to both Ground Branch and Ready Or Not. It pisses me off so much when games deliberately make reloads slower and clunkier for no reason as if it was your operators first field day
Honestly, it'd be cool to see a persistent war mode like in Arma. The map is expanded to be larger, there are towns to capture (or lose), objectives to defend, and when one team controls the entire map (or a majority at a pre-designated date) the server will reset, and it'll go again. Of course, this mode probably won't happen. However, it'd be cool.
Would you consider adding ATAK system with the bitten fruit version which has broken screen and is every few seconds spitting out "non genuine camera, face id will be disabled"
The game looks fantastic. Especially considering it’s pre-alpha. You can tell this is a labor of love. My only suggestion would be to make additional investments in sound engineering to really make the gunfire percussive. Insurgency Sandstorm is still king of sound. But other than that, can’t wait to play this game!
The game looks amazing. If you guys are able to, please ensure AI/Players recoil when getting impacted, from the velocity of the rounds (armor or not). Also, please add a forced down/prone when characters are shot in the hips & have their pelvis fractured, until they are healed, as that is a primary tactic to immobilize drugged/armored targets. And finally, for the medical system, please add buddy drag and carry mechanics to get your casualties off the x.
I think something you should add are indicators when someone is shooting directly behind you. You shiuld be feeling that muzzle blast unless someone has a supressor then the distance of feeling it should change.
If applying a truncate as an animation is unfeasible I would suggest having it happen off screen below the bottom fold, or have it be that you unwrap it and have a action progress bar, Tightening it and then holding it out in front of you doesn't do what is intended for immersion.
This looks insane. The king of tactical shooters who knows what we all want out of the genre is absolutely COOKING
I would advise them though that they need to have casual and not so skilled players people as part of the play test, as in...people who don't have much experience with tactical shooters, and/or aren't that good at playing with groups.
Why? Because this will simulate what the actual experience will be, because let's face it...a lot of potential squad leaders aren't really leadership material, and a lot of the rank and file squaddies won't always listen to orders too. So, if the game can hold up well even for THOSE kind of players, then I think the game has a good chance at working out. If the game requires everyone to be hardcore for it to be playable as opposed to the mechanics enforcing proper behavior, then the game will fall apart.
@@ChristoffRevancatering to casuals waters the games down ngl
@@ChristoffRevanbro but casuals don’t play this game I’m like half casual and half sim , everyone I’ve ever showed games like arma or even insurgency sandstorm not mil sim but more realistic casuals don’t really like most of the time , they’re all playing call of duty. What I’m tryna say is I think it’s best if he tries to deliver the best sim he can and not water it down
@@ChristoffRevan I wouldn't take it so far - I'd only take it as far as "test it with people that play Squad". Anything more broad than that and you're potentially barking at the wrong tree as the vast majority of players aren't looking for what is essentially a sim. Battlebit fell into a similar trap/limbo. Also, note this is an off-the-cuff comment - the point is simply restraint in widening the target demo and using Squad's player base is probably too or too little restrictive.
@@toastbud6870 I'm more so saying that the game itself needs to have mechanics that enforce playing tactically, as opposed to relying on players themselves to somehow know what they're doing. For myself, I'm just a bit tired of games where they rely all on the player to create the experience...that's why Squad games can end up being half and half...half of the games are good due to decent squad leaders and people communicating, and the other half are bad because of either bad squad leaders, and/or lack of communication and people just running off as a lone wolf.
Wait the minimap on your watch is kinda genius what
goty
I ALWAYS wondered why they dont make this a standard in tactical shooters,integrated UI is so immersive
I was playing airsoft once with an ukrainian bloke who used to teach firearms safety to soldiers and he had this kind of watch irl and used it to navigate us to the set objective
think i saw one in mw 2019 like that
abolsutely a real thing too. garmin does some crazy shit.
3:15 animation looks cool but you don't need to check the feed pawls when you reload in the middle of a fire fight unless you really need to. Also, you don't want to lift the feed tray because a round might cook off. It will happen if you have been shooting a lot. Depending on the training of the country, you would lift the feed tray when before readying and when clearing. Lastly, some people will say to never hot load the weapon. That being the bolt fully to the rear.
I agree with the first bit but it’s a SAW man. Those belts have to be loaded by lifting the cover.
@@austinriggs7017 The feed tray (the second, smaller tray the rounds sit on), not the top cover - like you said, you'd def. have to lift the top cover, but you generally wouldn't lift the feed tray for exactly the reason he explained.
@@BennySouthSt I misunderstood what he said there. Yep we’re all agreeing lmao
@@austinriggs7017@Bennysouhst I think it would be cool if the manner in which you reloaded had a small effect on the chances of weapons malfunctions. Like you said, you’re not gonna check the feed pawls in the middle of a firefight but maybe a reload after the fight to top off, you would.
This looks ridiculously good
God that ATAK UI looks soooo good
Jeez man this blew me away, ngl I was skeptical and worried this would just be a squad reskin but this is really sweet!
fuckin finallllly someone knows the most immersive part of a milsim is AUDIO, those cracks of rounds over head is *chef's kiss*
💯💯💯
Immersion is huge. I hope grenade fragments hit around the area. That's big.
Just throw this in the bag for later JTAC Class build a 5/9line right on the ATAK for Ai CAS direction TGT, in heading, and payload selection. Keep up the great work man loving what i am seeing so far
Yo implementation of cas/cca would be insane
I agree JTAC and/or FO would be sick
As a saw gunner, that reload animation for the saw was perfect. Now the real question is….. do they jam 😂
Amazing stuff as always Karmakut!
4:22 "Dynamic direction" I see what you did there. In all seriousness I loved the squad mod and all the little features that made it a unique and more team oriented game.
The gameplay looks really good and I wish you and the team the best of luck!
I do miss the area objective DD added. The tiny building objectives don’t give a lot of room for strategic gameplay. You can choose when to rush , suppress, or defend because you’re still gaining points by holding a position in the zone.
ATAK implementation is probably the chefs kiss. As an LEO who uses this on the daily, love seeing it getting implemented into a game.
Looks really promising, it’s hard to get hyped for games nowadays but hopefully this turns out to be something great. Keep up the good work.
Man, seeing this makes me happy AF. I suggested it years ago if I had the money. Seeing you do this is awesome.
hope you've been well brother
@@karmakut Doing ok Karma. Been hanging. Hoping to rejion the clan after the New Year.
The diegetic ui is awesome reminds me of Far Cry 2
You know what would make your squad creation system next level? Make it so that squad leaders can "lock" certain roles to prevent them from being used. Also some kind of system that "prioritizes" specific roles upon SL's request would be sweet. Gone are the days of asking your squadmates to please switch to medic, or the marksman that refuses to listen because he wants that sweet 7.62x54r. After 1800 hours of squad, I still can't believe they haven't implemented something like this. You could be the first.
That doesn't seem to be the implementation they're going for. Since it's a realistic squad system, there is no choice for which roles people want inside of a squad/fireteam unlike 'Squad'. A full squad is going to have only certain roles, depending on which squad it is. If you want to be a marksman, one squad might have it but another won't, and that's rigidly built into the role selection; and based on the preview in the video, 1st-3rd squads seem to be copies (at least for US rangers). It should only ever be an issue if you don't have a full team.
The best part about this is that squad tactics and suppressive fire comes naturally and does not need to cripple the soldier with something like the ICO in Squad
The quality is already insanely good. This is an instant buy
Prepare to get 'instantly' scammed
@@trueweaver5604what makes you say that
@@justacoolguy525 prior experiance with indie tactical shooters? Almost all are scam... F the community that eats this garbage as something "promising".
@@novinovic298 i mean we will js have to see, karma seems pretty dedicated but i won’t doubt you, you never know these days
I am usually a big criticizer when it comes to tactical shooters, but let me tell you that for a pre alpha, this is better than some final versions of "big" games out there. Outstanding work. Looking forward to play it!
New realistic tactical shooter born for the new year! Best of luck soldiers!
looks amazing. Just always remember to focus on the gameplay and making the objectives feel engaging. many "tactical shooters" that come out fail because they lack defined objectives and basic features. looks amazing so far tho
This looks great
One key thing with the tourniquet
When applying it
You pull the strap as tight as possible and then stick it on the the loop
And then you turn the windless
Not like in the video where
It is pulled and then just free hanging there while you turn the windless and then stick the Velcro together.
If it is done like the video there is no tightening effect for the TQ as it the strap will simply got pulled out making the loop bigger
03:55 anyone else notice whats infront of the bed?
Super sick so far. Love the supersonic cracks and the loudness of firefights that add realism. Let's have some actually good sound design for once
Awesome bro good to see a player making a milsim game truly for the players
man congrats your project looks amazing and I'm sure it will be a massive hit just by the way you are approaching it. I always look at these types of games with wonder but never approach them because the hardcore realism seems like one hell of a steep learning curve and nobody wants to be "that guy" on the squad - please make room for us realism nubes in there somewhere! bot populated tutorial campaign or something could help a heck of a lot.
you are smart..Africa has the best sceneries,, dont forget to take one from kenya/somali border
Can’t wait to see more from this project. Looks like a really solid base. I love your philosophy when it comes to game design.
The fact that you've gone int such amazing detail on the characters and weaponry is superb!
I love the idea that you've gone with proper detail on weapon control by Specific people who really understand how weaponry work when a skilled gunman with them, Unlike SQUAD which makes guns flair about your hand even if you're a trained soldier, this looks amazing of a game, i hope you guys go super far with the creation of this!
Bro, that's hot. Even the bullet crack sound effects are spot on. Can't wait to see the further developments, this preview already looks reeeeeeally good.
This looks insanely good for Pre-Alpha. So much potential!
Looks amazing. The respawning and objectives will of course make or break this. I trust you and the team will and have put hundreds of hours into the gameplay loop. You got this bro.
Attention to detail for a pre alpha is great to see. Look forward to this
Looks great ! Good job sir !
Dang Karmakut, this is looking incredible! I am seriously excited for the future of this game! Good work folks!
Beautiful! Cannot wait to see how this goes!
They really did their research on this, the ATAK system is almost 100% on point
Excellent work lads keep it up!!!!
This is what all the other tactical shooters hoped they did, but fell flat in so many aspects without much real innovation.
Guaranteed to be a smash hit in the tactical sphere if it looks this solid already in pre-alpha.
Was looking for something new about your game yesterday. Noice timing.
Edit: Damn, that looks great. I wish I could play already.
I really love the HLL squad set up and I love you have an iteration of that.
That finger sweep of the machine gun was such a nice detail. I can tell you had experienced advisors.
Congrats on the hard work you and your team put in! Looks amazing dude!
i cannot wait for this game to release lookst so good in my opinion, dev team is cooking
That ATAK system is so innovative. Will be a huge game changer
This looks insanely good. I’m excited for when it’s released! Has a lot of aspects that I have wanted from MilSims for a while like way you have implemented the UI. Excited for more updates on Bellum!
wow.. this looks sick man! keep on!
Can’t wait to get my hands on this
This is sick dude, congrats
Nice video. Intense.
Thank you for this update! I'm extremely excited to see where this goes. One of my more favorite and I feel often overlooked designs in games is the audio. Do you plan to have realistic audio implemented by launch? I would love to see a company accurately recreate the sound design of guns, as well as the ear protection one would wear like comtacs. Great update so far!
im sold this looks so good!!!
Interesting indeed
Looks great! A few things that stood out was the audio and recoil. I would crank the audio up like 10 notches in volume on gun shots and the recoil needs to be alot more stronger.
Oh now this is what I've been waiting for!
Honestly the game rn looks amazing karmakut u and ur team are doing a fantastic job on the game and the 75th RR kits are my fav and i hope we get a playtest or demo before release keep up the good work Karmakut!
stoked to play it!!
The medical system looks absolutely fantastic. Having a system in place to differentiate a good medic from a GREAT medic is huge. Looking forward to this.
Looking good man. I'm impressed.
Looking very nice Karmakut! looking forward to the future of this project
This looks really promising, thanks Karma,
This looks great. The ATAK integration is awesome and the maps look great. My only small point of criticism is that if I were in the middle of a firefight I would probably be reloading with a bit more urgency. The gunplay looks fantastic though. I can't wait to see more.
Great update. Have you guys considered implementing a way to replicate how optics look when we shoot with both eyes open? Games always render them as if we're looking through one eye focused on the optic itself and it makes the housing so obstructive. It's something I rarely see in tactical shooters and I'd like to know if its something you guys considered.
Looks sick Karma! the animations alone tell me that when this is done its going to be AMAZING! are you by any chance looking for audio engineers? ive been making sound effects and music for games for a few years now and would love to get involved if there is room to apply!
Wow that map design is actually really good too, especially considering how early in development this is!
You and your team are absolutely CRUSHING it! Keep up the great work!!
YES BRUVVVVVAAA, i knew you'd pull through!
Great job so far
This game looks amazing already can’t wait to be able to play when it comes out!
Cant believe this is pre alpha, this is super good
HELL YEAH
Looks awesome! Would love to see weather such as haze to make the environment feel more real, but looks amazing so far
The Dynamic Direction mod was the reason why I started watching your videos. I hope that you'll get the game and the experience that you want. Good luck Karma 👍
You gotta latch the Velcro before you tighten the windlass on the tourniquet. Else it won’t get tight.
this looks fuckin great. amazing work karma!
I was curious, and for anyone else who is,
"Bellum", is Latin for War.
I am very excited for this project! Best of luck to ya'll!
Well done man. Most mid-wits here will never comprehend the level of effort you have gone too. Salute.
Suggestion is to add a bit of screen shake and maybe black around the edges of your screen when firing givrd more immersion
To me it's looking like a mixture of Ground Branch with Arma, I really like it. Hope the development goes well and good luck with everything.
I'd like to just say don't go the Ins Sandstorm / Squad route in terms of animations where you wobble the weapon around unnecessarily and take ages to reload, if your character is an experienced operator reloads should be something similar to both Ground Branch and Ready Or Not. It pisses me off so much when games deliberately make reloads slower and clunkier for no reason as if it was your operators first field day
Best of luck with the game, looks like a lot of fun :)
Amazing man ❤
Honestly, it'd be cool to see a persistent war mode like in Arma. The map is expanded to be larger, there are towns to capture (or lose), objectives to defend, and when one team controls the entire map (or a majority at a pre-designated date) the server will reset, and it'll go again. Of course, this mode probably won't happen. However, it'd be cool.
That prone swiveling is nice! I hope you don't mind me borrowing that.
Looks amazing.
This looks groundbreaking, I love that it’s set in Africa
I love this medical system!!
Looks dope bro 👍🏾
looking foward to it
Would you consider adding ATAK system with the bitten fruit version which has broken screen and is every few seconds spitting out "non genuine camera, face id will be disabled"
Looking great
IM HYPED BROOOO - Please give us a Banger Shoot we yall waiting for !
This looks fantastic.
The game looks fantastic. Especially considering it’s pre-alpha. You can tell this is a labor of love. My only suggestion would be to make additional investments in sound engineering to really make the gunfire percussive. Insurgency Sandstorm is still king of sound. But other than that, can’t wait to play this game!
The game looks amazing. If you guys are able to, please ensure AI/Players recoil when getting impacted, from the velocity of the rounds (armor or not). Also, please add a forced down/prone when characters are shot in the hips & have their pelvis fractured, until they are healed, as that is a primary tactic to immobilize drugged/armored targets. And finally, for the medical system, please add buddy drag and carry mechanics to get your casualties off the x.
Nailing it, cant wait!
This looks amazing 😮
must be so cool to work on
Would love to see a devlog to see how you guys work.
I think something you should add are indicators when someone is shooting directly behind you. You shiuld be feeling that muzzle blast unless someone has a supressor then the distance of feeling it should change.
If applying a truncate as an animation is unfeasible I would suggest having it happen off screen below the bottom fold, or have it be that you unwrap it and have a action progress bar, Tightening it and then holding it out in front of you doesn't do what is intended for immersion.
Looks good! Can't wait!