Status Report
I wanted to write this to give everyone an update on what's been going on with the game lately. Because what's coming next is a lot of busy-work on what needs polished before I'm comfortable with releasing an early build (most of it I'm not even joking is the menu/options and other quality of life features). Most of the core systems that im most excited about are in place and in good working order. It just needs about another month or two to cook, but were ready to start sharing some of the stuff that is in-game!
So..? What's new in the game?
The first month of development was all about getting the game to run as lean and mean as possible. There are a lot of systems running in the background(AI logic, World Simulation, Military and Invasion Management)and if I didn't build these to be fast running and scalable early, things will buckle later. So, everything I did was in service of making sure this version of the game can handle the chaos that’s coming. - The game in its current state has far more going on than the legacy version and runs faster than it too!
Big change: I took a page out of one of my earlier projects Trench Foot, terrain now takes real damage. When a Martian cylinder slams into the ground, it doesn’t just sit on the surface. It punches a crater into the Earth. Artillery shells create smaller impact zones too. The world isn’t static; it’s constantly being chewed up by the invasion and resulting conflict, and I want players to feel that destruction creeping in with every second.
This time around, the Martians aren’t just faceless operators inside a tripod—they’re full-blown NPCs. When they’re not piloting the fighting & handling machines, they crawl around on foot (well, tentacle), dragging themselves across the map exploring, investigating towns, even grab people—including you. Every machine has one of these brains inside, making moment-to-moment decisions. The machines themselves cannot even operate without having one of them in the seat doing the input.
One of the other substantial changes to immersion: all human NPCs are always loaded, everywhere. No fake loading tricks where people only exist because you’re near a town. Wherever you go, survivors are out there too, plenty of them—panicking, scavenging, surviving. Just like you. As of now they have their own individual stats like health/hunger that they will try to manage on their own. Which can also turn them into somewhat competition for the player. You’re not the center of the universe here. You’re just one more person trying to survive.
In the previous version the Military would spawn a handful of cannons some-what close to a tripod is. Now they have their own locations around the map that will eventually resemble forts. They will spawn there and move towards the nearest cylinder sites to fight the Martians. This whole function is dependent on a attrition system, Every cannon/trooper spawn counts and when they run out of points the game will move into phase two of the Invasion (Earth under the Martians).
There are some things that are not currently in the project because I feel like developing it at the moment would take time away from getting the core of the game as strong as possible. This isn't an official road-map but they will be getting my attention once I get some smaller things taken care of.
The Naval Evacuation : No boat escape just yet—but the plan is to make this a high-stakes, mid-game event triggered when the military starts to fall. You'll have to figure out when and where it's happening through NPC dialogue, found letters, and word-of-mouth. If you miss the boat... you really miss the boat.
Vehicles : The train and horses have not been added yet I have some code made for vehicles & AI vehicles that can move from town to town. I'm not dead set on adding a train again but if we get some time to do the models and adjust the map a little it could be added in the future.
Multiplayer : I love the idea of letting players control Martians and hunt their friends, but Photon’s pricing makes it a no-go. To make this work in the future, I’ll need to restructure a lot of the code and switch networking solutions. Definitely not off the table—but not a priority right now.
Thanks for sticking around and reading this absolute unit of a devlog. From here on out, expect a lot more showing than telling. In the next devlog, Brunnski will be chiming in about the level design & Ill be showing some of the tools that I built to help him out with level design. We’re aiming to get gameplay footage out soon so you can actually see these systems in action. If you’ve got questions/concerns or feedback, drop a comment—I’ll be treating those as a direct line between me and you.
- Nick
Get The War of the Worlds
The War of the Worlds
Status | In development |
Author | Team Green |
More posts
- Level Designing with Brunnski2 days ago
- Its Been a Minute10 days ago
Comments
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Brilliant work!
Just a thing i wondered if it can be done. When you kill a fighting machine, it will stumble before falling over instead of instantly ragdolling
It can be done, just not too sure how to go about doing it so it looks great. At the moment I do have it when one gets knocked out, the nearest fighting machine will come over and drag it to a cylinder site for recovery. Pretty neat to see but its rare.
sounds great the idea i had was that it would look similar to one of brunnski's video where a tripod is hit and it stumbles for about a second before falling
also, is the discord going to be put back up or just restarted
Ehh it feels like every discord server eventually turns to shit. So im not exactly chomping at the bit to start a new one. Maybe if we get a solid moderation team together we might do a new one.
Very very excited about this but I have a few questions
1: Will the models be the same style as before or more realistic looking ones?
2: Will the Fighting Machines and Martians be the same or new models?
3: Will the map have a new layout with a city or two or just towns and stuff?
Looking forward to this, loved the older versions!
The character models are similar to the ones in the legacy version but textured. I tried having the NPCs use the character from the Multiplayer version but it tanks performance massively, so I had to compromise there. Most of the models with the exception of characters in the game now are the same ones seen in the multiplayer version. As the for the map, right now were just populating the map with small towns and places of interest. Over time I think it would be cool to add more unique areas and maybe something resembling a city.
Does that include the Fighting Machines and martians?
very excited about what's to come, but I'm also looking forward to controlling the tripods, at least in solo, it would be fun.
Anyway, thx for the report
A couple years ago when Doom Eternal was teased they revealed an Invasion mode where players can join the game as demons and try to kill you. I would like to do something similar to that but WOTW themed. But its gonna take some time.
A lack of multiplayer might upset some people, but I'm not one of them. This all sounds much like it's leading towards an immersive single-player experience, and I'm all for it.
Looking forward to further updates and finally seeing what you've been up to.
Maybe some, but I think they will appreciate the foundation were building here.