Showing Off & Possible Release Window
Hey fellas—just wanted to drop a quick update on where the game is currently at. And show off some screenshots of what the game looks like so far. Stick with me here because getting good footage of the Fighting machines in the wild can be pain when I only have 3mb to work with per gif. As well as explain a possible release window!
For the last couple of weeks I have been play testing the 3-day invasion mode to figure out what in the game needs more attention. Right now im keen on getting the overall game to be much tougher than the legacy version. I need to put more time into tweaking some of the settings for the base game so It feels good to play.
Ive also put some time aside to get the visuals for the game looking as awesome as possible. Unlike the multiplayer version the project is using the Universal Render Pipeline for the amount of scalability in visual settings. But I managed to find a way to get some solid volumetric lighting into the game that can be enabled/disabled depending on the players preference.
Shout-out to CristianQiu at Github with the volumetric fog for URP plugin
The cylinder opening animation could use a little bit more polish. But this also shows off the large pits the cylinders now make on impact! Also had to learn how to do a small rendering trick to show whats inside the cylinder even though half of it is clipping through the terrain.

One thing I want to get right is having the Fighting Machines be capable of insane bursts of speed. If you get caught out in the open with one of these sprinting in your direction your best bet is to probably play dead (thats a mechanic now!)
I had to remove the particle effects so you can get a better view of whats going on in the gif below.
Instead of de-spawning the building fragment and replacing it with debris, we have the actual piece of the building slowly fall to the ground as the debris rises from the ground. Make sure your not inside one of these buildings as it crumbles because it will kill you if it falls on your head.
As for the release? We talked it over and were going to shoot for the very end of July. The game will more than likely be priced at 9usd and will stay at that price until we add enough to justify a steam release. Sometime before release I will try to get a Road Map out to give a better idea of the direction were taking this version of the game in.
Get The War of the Worlds
The War of the Worlds
Status | In development |
Author | Team Green |
More posts
- Trello Board and Roadmap?1 hour ago
- Level Designing with Brunnski9 days ago
- Status Report11 days ago
- Its Been a Minute17 days ago
Comments
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I love that the fighting machines are fast, that's something the novel mentions that a lot of adaptations don't mention. Makes outrunning them basically impossible, just gotta try and hide as quick as you can.
can there be big ben
I would love to interview you for my YouTube channel sometime.
idk if this is possible but could this be implemented were the tentacles of the machines can search a house by wriggling about
That would be cool to see at some point! Im not too sure how I would implement it but ill give it some thought sometime before the end of summer.
That is a terrifying turn of speed. I was expecting slow and lumbering.
Will things like tripod speed/sight distance be adjustable? The original design post mentions something along those lines but I didn't know if that was still the plan?
There ability to detect the player (cone of vision, and hearing) can be adjusted in a custom game mode. Maybe I can add in a setting to determine how fast the tripods move?
I'm really excited for this to be released.